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This Sheet 
Lifter Must 
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On Top of 



Contents 




Cardinal 



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Date: 11 Jul 1 98 4 18 15- 8 IT 

From: Steve Meretzky < S S v at Z 0 R K > 

Subject: GOD 5 Y N T A. X 
To: IMPS at. ZOR K 






Any suggestions on how to make 

>CHARACT£R, MY NAME IS ARTHUR DENT 
parse? You can currently 

>SAY " ARTHUR C ~ N T M 

nut I think that eyerie mill try the other' ^ sy also. Can you think 
of any other mays that people might try to co mere this incut? 



From : Jerry wolper < J w a + Z 0 R N > 

Subject: Re: u D 0 SYNTAX 

To: ScM 

In-Reply-To : Your message of ll-Jul-84 1815- 



C Q T 



If MY is 



I AM ARTHUR DENT 
I'M ARTHUR DENT 

a o u z z and NAME is a verb) you should be abl 
MY NAME IS JCE F 0 C . 



a to do 



From: Jon Palace < J C N at Z 0 R K > 
Suoject: Re: ODD SYNTAX 

To: S £ M 

message o 



In-Reply-To: Tour 



ll-Jul-84 1315 



-im- 



possibly: 

>C M ARACT=R, CALL ME ARTHUR DENT 



- r o m : Michael 5 e r 1 y n < M S £ at Z 0 R K > 



Subject: Re: 
To: SEN 


G DO SYNTAX 




In-Reply-To: 


Your message 


o f 


As far as other syntaxes 


go , 


C M A A » 


I AM ARTHUR 


0 6 


Char , 


I'M ART H U R 




CHAR , 


I'M n p n j E D 





QT 



-rom: S t u Galley < S W G at Z 0 R K > 

Subject: Re: ODD SYNTAX 

To: S E M 

~ C • W n U 

In-Reply-To: You*- message of ll-Jul-84 1815- 



5 DT, 



I can't see any way to make that oarseabie* but I have two comments: 

1. You can lead players to use the right syntax by the way you arrange the 
ujo r ds in the cue. E • g . instead of "What is your name?" the pro oram/character 
can say "Tell me your name." 






2. You may oe opening a cognitive can of a; or ms ev n if ycu man a g e to parse 
that incut. Will success with that sentence lead players to type 



>MY QUEST IS THE HOLY 



v? Pv 



5 AIL 



>MY 



c n 



) AL IS TC oE HAPPY 






> Y DUS' ? k C _ L D v IS TDD « UC - DEE? 
etc.? will you describe t m s syntax in 



* H 



m s n u a 1 ? 



In Seastalker I 
so that the r u 1 



ven eliminated W h A T 
ui s s very s i m c 1 e 1 use 



W * E R E in favor c-f DESCRIES £ 
o t T - n d : = irrr-erative vsro?. 



NC 






y"*-- 







/^N 




THE HITCHHIKER'S GUIDE. TG THE GALAXY 
Infncnm Interactive Science Eictinn 
Plot Synopsis, 4/I6/R4 

» 

NOTE: As of this writing, the game is only about 40% complete. I have no 

idea what the scenario for the remainder of the game will be. Adams also 
insists that he has no idea what the scenario for the remainder of the game 
will he. 

In the game, you are Arthur Dent, a rather ordinary resident of a small 
British town (Footnote I). The game opens, as does the book, with Arthur 
waking in his bedroom with a terrific hangover, while bulldozers stand poised 
outside his house to demolish it. 

If you leave the house before it is demolished, you can block the bulldozer 
by lying in front of it. Your friend, Ford Prefect, comes along at this point, 
asks you along to the nearby Pub (Footnote 3) and tells you that the Earth 
is about to be demolished (Footnote 4). 

Sure enough, several minutes later, spaceships from a Vogon Constructor 
Fleet scream through the sky and announce that the planet is about to be 
demolished. Using Ford's "Thumb", an Electronic Sub-Etha Hitchhiking Device 
(Footnote 3) you hitch a ride aboard one of the Vogon ships, via a matter 
transference beam, waking up in total darkness without the use of any of 
your senses. 

Ford revives you, using some oowerful alien smelling salts, and gives you a 
packet of peanuts. These will restore the protein you lost during the matter 
transference. Failing to eat these peanuts is fatal. 

There is a chance, however, that you will wake up NOT aboard the Vogon 
shin, but in fact in the lair of the Ravenous 3ugb!atter Beast of Traal. This 
is a fiercely carnivorous heast, hut also mrnd-bogglingly stupid. If you have 
your towel, you can wrap it abound your head (Footnote 8). This buys you 
some time. 

In the courtyard outside the Lair is a memorial on which the Bpast carves 
the name of everyone it's ever eaten. The ultimate solution to surviving the 
Beast is to carve your name on the memorial. The Beast is so stupid that it 
will see your name on the memorial and think that it has already eaten you. 

Eventually, you find yourself aboard the Heart of Gold, a magnificent space- 
ship stolen by the two-headed President of the Galaxy, Zaphod Beeblebrox. 
It is here that you meet Marvin, the most depressed and depressing robot in 
the universe. It is also here that Arthur begins to yearn for some tea, but 
the ship's Nutrimat. continues to produce Advanced Tea Substitute, which 
bears no resemblance to tea at all. 

The Heart of Gold is powered by the brilliant new Infinite Improbability 
Drive, which lies in the engine room of the ship. This area is so dangerous 
that you actually have to_argue with the game for several moves before 
you're able to get into the engine room. Once there, you have to LOOK 
several times hefnre the game breaks down and gives you a description of 



the room. Once you've done this, you can use the drive. 

Every time the drive is used, there are all sorts of unexpected and unpleas- 
ant side effects. For example, a sperm whale is created in the upper at- 
mosphere of a planet and plunges to its death. Another use of the drive 

would put you in the stomach of the whale as it fell. Vet another use of 
the drive would turn you into Ford Prefect on his way to warn his friend 
Arthur Dent that the Earth is about to be demolished (Footnote 10). 

While all this is going on, you're trying to figure out what the object of the 
game is. In fact, all the other characters are also trying to figure out what 
the object of the game is. Marvin, for example, might moan about how he 
has no idea what the object of the game is and that his score is negative 
fifty billion points. The object of the game turns out to be: To Be Happy. 

Your progress toward the object of the game is completely unconnected with 
your score! 

Some objects for the package: 

* Destruct order for Arthur's house 

* Destruct order for the Earth (strangely similar) 

* Peril-sensitive sunglasses (opaque black) 

* A towel (Footnote 9) 

■a-*****************-**********-**-** 

1. Notice that this is the first time we are using a main character of esta- 
blished gender (Footnote 2). 

2. Speaking of footnotes, these are used in the game itself tc identify 
quotes, insert hunr ' mus side remarks, and generally anotate the text of the 
game. 

3. The Horse and Groom (Footnote 6). 

4. The Earth is being demolished for the same reason that Arthur's house is 

being demolished: to make room for a by-pass. 

5. The Thumb is manufactured by the Sirius Cybernetics Corporation, a firm 
of absolutely no morals whatsoever. The Thumb carries a lifetime guarantee, 
but for the guarantee to be in effect the guarantee must be affixed to the 
thumb. It falls off the first time you read it. If you summon a repair robot 
when the Thumb (naturally) malfunctions, the robot argues that, although the 
Thumb does have a lifetime guarantee, it doesn't have a very long average 
lifetime. 

6. The Horse and Groom also sells some of the most revolting cheese 
sandwiches ever to appear in anv computer game. You can buy one of these 
and feed it to the dog in the lane outside the Pub. The dog is so busy with 
the sandwich that it fails to eat a passing microscopic space fleet (Footnote 
7 ). 

7. This is fortunate, since you later find yourself aboard this very same mi- 
croscopic space - -f leet-. 



Page 3 



8. The Beast, is so dim, it thinks that if you can't see it, then it can't see 
you. 

9. In order to fit a towel in the package, it would have to he quite tiny, 

perhaps two inches by four inches. This unusally small size could he expla- 
ined by a warning label along the lines of "WARNING: Storage of this towel 

near magnetic media can cause severe shrinkage." Or perhaps "WARNING: 
Keeping this product inside a plastic-wrapped carton for prolonged period 
may result in slight shrinkage of the material." 

10. Actually, Ford is seeking Arthur to return the towel he borrowed. 
According to the Hitchhiker's Guide to the Galaxy (Footnote 11) "if you bor- 
row the towel of another, you MUST return it before leaving their world." 

11. The Hitchhikers Guide is a terribly useful little book (Footnote 12) that 
Ford carries around in his satchel. You can consult it about all so~ts of in- 
teresting things, such as the Ravenous Bugblatter Beast of Traal, described 
earlier in this document, or the Pan Galactic Gargle Blaster, the single most 
devastating drink ever invented. 

12. Actually, the Hitchhikers Guide isn't really a book, its more of a termi- 
nal, using a Sub-Etha net to access information stored light-years away. If 
the Guide itself actually contained all the information it has access to, it 
would be the size of several large buildings (Footnote 13). 

13. The astute reader will, at this point, be wondering how several buildings 
worth of information, plus the usual Interloqic game, all fit on one 5.25-inch 
floppy disk 9 —nod question. It's all possible thanks to Infocom's incredible 
proprietary compression techniques. 





Friday, 27-Apr-84, 16:40 — Subject: New stuff 

Steve, 

Thanks for the TEXTFILE, which I received safely. This letter is 
re-edited from the last one, rather than started from scratch, so there will 
be some duplication. All the new material is in here rather than in a Brain- 
storm file. "%" means doubtful. 

The file is ’’work in progress", so there are of course some loose ends 
and non-sequitors. However, most of it should give you a clear indication of 
how the game as a whole shapes up. 

1. End of Game. 

Game ends with the ship landed on Magrathea. Your final task is to 
open the hatch door and go down the ramp. You will only be able to go 
down the ramp (which will be where the second game starts) if you are 
feeling cheerful, relaxed and ready for anything the Universe can throw at 
you - in other words if you have scored sufficient points. 

There must be something here to involve the things v/hich get collected 
from various areas of the game - the bits of fluff. 



2. Object of the Game. 

"To be happy" I've already put in a few places where you gain extra po- 
ints for "enjoying" something when it happens, and I will insert quite a few 
more at a later stage. "Enjoying" something should in a w ay be equivalent 
to picking up pieces of treasure in Zork. Some things you will not be able 
to enjoy un less you have done something else already. 

The first time you are likely to think of the "enjoy" notion is v/hen you 
being subjected Vogon poetry. There will be sufficient clues in the text to 
suggest to a the player that instead of just suffering it, you enjoy it and 
the torment will end. You will get congratulated on this and win a lot of 
points. 



Only ARTHUR has the capacity to "enjoy" things. However, it will be 
necessary to do certain things while you are FORD (and also while you are 
ZAPHOD and TRILLIAN, which I will come to in a moment) which enable 
ARTHUR to "enjoy" things he otherwise wouldn't be able to. 

3. End of the Game. 

The end of the game is at the top of the ramp leading down to the sur- 
face of the planet Magrathea. You will have had to get the ship to land 
and the hatchway door to open. However, you will not be able to go down 
the rarfip because you are feeling anxious, nervous and ill-at-ease. You will 
only feel sufficiently jaunty if you have scored enough points. 

4. Role Switching 

There will be two other scenes (at least) in which you get to play other 
characters: 

*Zaphod stealing the HEART OF GOLD. 

*Trillian being picked up by Zaphod at the party (you are TRILLIAN). 

In each case there will be things that You-as-other-character will have 
to get while you are in those scenes because you-as-Arthur will need to get 
hold of them later from the other character. 

There will have to be something added to the You-as-Ford sequence. 
There will be something that you-as-Arthur can see while you are there, but 



Page 2 



cannot reach (therefore it will have to be something that: we don't see Ford 
picking up - either something that Prosser has (a badge on his jacket? Some 
fluff on his jacket? Money?) or something from the pub which Ford gets 
AFTER Arthur has left. 

Either way the point is that the player will at some point spot that he 
is meant to have this item, and replay the game in an attempt to get the 
item. He will be frustrated until he realises that he gets to go back to the 
scene as Ford, and will be able to pick up the item that way. 

5. Time Travel 

Yes, still tricky. I'm thinking of specific controlled instances at the 
moment rather than a general power. It has to be dealt with in some way 
otherwise there will be all sorts of areas of the game which will be com- 
pletely unaccessible once you've been through them. 

I'm leaving solving this until most of the rest of the game is in place, 
because we will then know what problems there are to be solved, and the 
time travel device may be useful to solve them selectively. 

6. Rooms 

Here's a list (not necessarily definitve) of the rooms I think we're going 
to need. 

* Arthur's Bedroom 
*Hallway 

*Front of Arthur's House (as Arthur) 

*Country Lane (as Arthur) 

*Pub (as Arthur) 

*Front of Arthur's House (as Ford) 

*Country Lane (as Ford) 

*Pub (as Ford) 

*Dark 

^Ravenous Bugblatter Beast's Lair. 

*3east's Courtyard 
*Vogon Hold 

*Poetry Appreciation chamber 

* Airlock 

*Heart of Gold Entry Bay Number Two 
*Heart of Gold Bridge 
improbability Drive Area 
*Corridor 

*Hatchway, leading to ramp. (End of Game) 

*Marvin's Pantry 
*Galley (Nutrimat) 

* Whale 's Stomach 
*Presidential Boat 
*Launch Site 
*Party 

*Vl'hurg ship 
*Dark 

7. Traal 

There should be something to collect from the Beast's lair. Like what? 
There must be some actual benefit to be accrued from going to Traal. 



What happens if you go to Traal a second time? Is the Beast still 
asleep? Do you have to go through the business again? If so, what about 
the fact that you've already carved your name on the memorial? Probably 
Beast still asleep. 

You leave Traal by using the thumb - so you have to have it with you. 
However, it won't work without the guarantee, and the aunt's gift won't turn 
up till after you've solved the problem of the beast. 

Here's the point - the Drive gets you INTO Dark, from whence you may 
get to other places, according to whether or not you can control Dark. The 
Thumb will get you from Traal to the HoO, from the Vogon Airlock to the 
HoG, from the whale's stomach to HoG. 

8. Airlock 

Leave the airlock using the thumb - before it opens. If it opens you get 
ejected into open space and die. You will be given a second chance and find 
yourself in Dark, which will lead you on this occasion to the HoG, but there 
must be some penalty to pay and I don't know what it is yet. 

9. Heart of Gold 



I IMP DRIVE AREA ! 
spar e drive, 
vec t or plotter 



! ENTRY BAY ! | CORRIDOR ! ! BRIDGE 



D! 



GALLEY | ! HATCHWAY 

nutr i ma t 



RAMP 

I end of game 1 
| | 

You will arrive in the Entry Bay from the Vogon airlock, from Traal, 
from the whale's stomach, and from Dark. If you come here from Dark, the 
instruction is "listen to dark" which will get you either to HoG or the 
Vl'Hurg ship. "You hear the deep and distant roar of a star drive coming 
from far beneath your feet..." 

There's all kinds of stuff and people on the Bridge. On a console there 
is an interface. This is for plugging in the spare Improbability Drive. 

10. Nutrimat 

If you go to the Nutrimat and ask for tea, it gives you advanced tea 
substitute. (Put in all the stuff about the BOUQUET ARBITRATION BUS 



Page 4 






etc.) If you insist on having tea, then the Nutrimat engages the ship's com- 
puter. Shortly after this the missiles are launched. 

[The missiles will be launched anyway, within a certain number of moves 
after you have entered the Heart of Gold (assuming you are still on it. If 
for any reason you get off it before the missiles are launched then the 
count is paused and resumes when you return to the ship. If you start the 
Computer helping the Nutrimat then that starts another countdown to cue 
the missiles. The game chooses whichever countdown is the shortest at this 
point.)] 

If the missiles are launched before you've got the computer stuck deal- 
ing with the Nutrimat, then the reason the computer can't be accessed is 
that it's being jammed from Magrathea, as in the original version of the 
story. 

To escape the missiles you must use the Spare Drive, but you have to 
get the Spare Drive from the Improbability Drive area to do it, and give 
the Spare Drive either some tea or some advanced tea substitute. 

The only way of getting real tea is by hooking up the computer and the 
nutrimat. You do this deliberately, though you will be offered clues suggest- 
ing that you can do this. How would you know that you've got to get hold 
of tea 9 

You are carrying around "no tea" which you are not allowed to drop. If 
you try to drop it you will either be prompted "You're talking complete non- 
sense, pull yourself together" or "I see no tea here." If you "take tea" (once 
it has arrived in the game) then the game says "no tea: dropped". If you 

then try and "take no tea", the game says "You are asking the impossible, 
or at least, the very very improbable" (very very improbable is better than 
infinitely improbable). If you drop the tea, then the game will say "tea: 
Dropped, no tea: Taken." 

This will not apply if you have "Advanced Tea Substitute". You can have 
"no tea" and "Advanced Tea Substitute" at the same time. The whole point 
is that A.T.S. is NOT tea. (Abbreviation for Advanced Tea Substitute is 

A.T.S.). 

If you don't manage to avert the missiles in time the ship will be hit 
and you will lose the game. 

If you don't know to nag the Nutrimat for tea, the missiles will still be 
launched, and you will solve the problem with the Advanced Tea Substitute. 

The problem is that if you nag the nutrimat to produce tea AFTER and 
it has to take over the computer, what are you going to be prevented from 
doing because the computer is out of operation? Landing the ship, I suppose. 

Using the Spare Drive on the ship you destroys the interface in the pro- 
cess, so you can't plug it in again. 

If you try to make tea AFTER you've averted the missile attack, (thus 
disabling the computer) then the ship goes into a dive. 

If you then use the Spare Drive (which you will have to do if you are 
to prevent the ship hitting the ground) then one of several things might 
happen (on a randomising routine). 

The chances are very high that you will come to a sticky and bizarre 
end. There is one chance that you will have things work out well - though 
I'm not sure what that will be yet. 

11. Engine Room 

In here is the main Drive, a spare, portable drive, and an atomic vector 
plotter. 



Page 5 



The main drive is under the control of the ship's computer and Though 
do you have to repair it after you have used the spare drive on the ship? 

The Spare Drive has a switch, and two connections. The atomic vector 
plotter has a connection and a long dangly bit. To get the spare drive to 
work you must connect the plotter to the drive and put the long dangly bit 
in some tea, or some advanced tea substitute. 

Advanced tea substitute is readily available from the Nutrimat, but does 
not work so well as proper tea, which you will have to get hold of by link- 
ing the Nutrimat up to the shipboard computer, which results in the ship 
being temporarily disabled. 

When the ship is disabled, (or before if you take a long time to get 
round to it) missiles are launched at it, which will eventually hit the ship 
and end the game unless you save yourself. 

[If the missiles are launched before you have disabled the ship, (because 
you've taken too long) then the shipboard computer says that there is some- 
thing jamming its guidance systems (as in the book)] 

You save situation by plugging the spare drive (via its other connection) 
into a console on the Bridge, and turning the switch. 

As a result of this the missiles are at the last moment transformed into 
a sperm whale and a bowl of petunias, which fall to the surface of the 
planet. 

(At another point in the game you will emerge from Dark to find that 
you are either in the whale's stomach, or the whale - not certain which yet. 
Maybe both...) 

At the same time, the ship's computer comes back on line and if you 
then go back to the Nutrimat you will find it will produce real tea. 

Any time you use the Spare Drive without connecting it to the ship it 
will transport you into DARK. 

12. Dark 

The first time you go into DARK (from the Earth) you will go first to 
the Vogon hold. Thereafter a random routine determines which exit you get 
offered (as in previous notes). 

Mostly you enter dark by using the spare drive with the advanced tea 
substitute. 

%You will only get to do the role-switching seguences if you have gone 
into DARK by using the drive with proper tea. 

You (Arthur) cannot relax and ENJOY things that happen to you in 
space till you've had a cup of tea. 

So in order to gain control of dark (which involves attaining negative 
capability) you must first have had a cup of tea - NOT advanced tea substi- 
tute. Advanced tea substitute makes you feel tetchy. 

So - the things you have to do once you have got on board the HoG are 
as follows. Go to the Nutrimat, get a cup of advanced tea substitute, but 
demand that it makes you some proper tea. 

This involves hooking the nutrimat up to the shipboard computer. The 
ship is now disabled. Missiles attack it. You go to the Improbability Drive 
area v/ith the advanced tea substitute. You attach the atomic vector plotter 
to the spare drive, put the dangly bit in the advanced tea substitute and 
take the whole contraption to the bridge and connect it to the interface. 
Turn on spare drive. 

This saves the ship, turns the missiles in to a sperm whale and a bov/1 
of petunias. You can now get tea from the nutrimat. 



Page 6 








However, if you do it in this order you will only JUST have time to do 
it before the missiles hit the ship. Take one move too many and you lose. 

It can all be done faster if you have first got the eguipment you need 
from the Drive area (this takes a while because of the argument with the 
game about going into the drive area) and taken it through to the bridge 
and connected it, and so on. 

Once you have drunk the tea (which you need to do) you can get anoth- 
er cup of tea (presumably as far as the program is concerned it's the same 
one) from the Nutrimat. 

13. Tea / No tea. 

% You can't have both, at first. If you have accepted and "enjoyed” lots 
of things on the v/ay through the game, and have therefore reached a state 
of negative capability through your own efforts, then maybe that is what 
enables you to have tea and no tea at the same time. 

In which case: what is the function of the tea/no tea dilemma? How do 

you get to have both of them simultaneously, and why should you want to? 
What happens as a result? It should be something towards the end. 

Alright - using the spare drive has jiggered the main drive, which needs 
something much more improbable than tea to run off. Mere tea is not 
enough. Advanced tea substitute practically destroys it. Only by giving it 
tea and no tea at the same time can it be made to operate again. 

The shipboard computer should prompt - What the ship reguires at this 
point in time is impossible, or at least, infinitely improbable. 

When you try to have tea and no tea at the same time the game says 
"What you're asking is impossible - or at least, infinitely improbable." 

If you drop "no tea" in Dark (after you've mastered Dark) you can then 
come back and pick up tea. Go to dark again and pick up "no tea". 

14. Fluff 

The yet more fluff could be in the Presidential Speedboat, and some- 
thing else again could be at the party, so that you have to get those pieces 
of fluff (or whatever). 

15. Setting off the V's and G's 

At any point after Arthur has left the Earth, if the player issues an in- 
struction of five words which the game is for any reason unable to execute, 
then this happens: 

"It is of course well known that careless talk costs lives, but the full 
scale of the problem is not always appreciated. For instance at the exact 
moment that you said <REPE AT THE UNEXECUTABLE INSTRUCTION 
HERE> a freak wormhole opened up in the fabric of the space time contin- 
uum and carried your words far far back in time across almost infinite re- 
aches of space to a distant galaxy where strange and warlike beings were 
poised on the brink of frightful interstellar battle. 

The two opposing leaders were meeting for the last time. A dreadful si- 
lence fell across the conference table as the commander of the Vl'hurgs, 
resplendent in his black jewelled battle shorts, gazed levelly at the 
G'Gugvunt leader squatting opposite him in a cloud of green sweet-smelling 
steam, and with a million sleak and horribly beweaponed star cruisers poised 
to unleash electric death at his single word of command, challenged the vile 
creature to take back what it had said about his mother. 



Page 7 



The creature stirred in its sickly broiling vapour, and at that very mo- 
ment the words < > drifted across the conference table. Unfortunately, in 
the Vl'hurg tongue this was the most dreadful insult imaginable, and there 
was nothing for it but to wage terrible war for centuries. Over two hundred 
and fifty thousand worlds, their peoples and cultures perish in the holocaust. 

You have destroyed most of a small galaxy. Please pick your words with 
greater care.” 

[If the player has not issued an unexecutable instruction by a certain 
time in the game, there will have to be a default which will pick on some 
other long instruction that he issues.] 

16. Aboard the Fleet of the V's and G's 

ONE OF THE TWO RESPONSES TO THE "LISTEN" INSTRUCTION IN 
"DARK" [see earlier notes about getting out of "DARK". This option will 
only go into effect once the first Vl'hurg/G 'Gugvunt sequence has occurred. 
If the player has already mastered DARK by then (by taking with him the 
Spare Improbability Drive, Atomic Vector Plotter and Tea) then I suppose he 
would be able to avoid this section altogether, but would then not score 
maximum "happiness" points.] 

>listen to dark 

You hear the deep and distant roar of a star drive coming 
from far beneath your feet. There is an exit to the north and 
another to the east. 

>East 

You can't go that way. 

>East 

You can't go that way. 

>East 

You can't go that way. We were lying about the exit to the East. 

>North 

You emerge from a small doorway. Spread before you is, astonishingly 
enough, the War Chamber of a star battle cruiser. Through the domed 
canopy of the ship you can see the rest of a vast and horribly 
beweaponed fleet flying in formation around and behind you through 
the black, glittering emptiness of space. Ahead of you in the darkness 
is a star system towards which you are hurtling at a terrifying speed. 

Standing near you are two creatures who are gazing at the 
star with blazing hatred in their eyes. One is wearing black 
jewelled battle shorts, and the other is wreathed in green 
sweet-smelling steam. They are talking to each other. 

>Examine Vl'Hurg. 

The Vl'Hurg leader looks very typically Vl'Hurgish. 

>Examine G 'Gugvunt 

The G 'Gugvunt leader is looking typically G 'gugvuntish. 

[The point of this is - is it worth putting in a little problem 
which will require you're remembering which one is which?] 

>Listen 

Eventually, of course, after their galaxy had been decimated 
over the course of a few thousand years, it was realised that the 
whole thing had been a ghastly mistake, and so the two opposing 
battle fleets settled their few remaining differences in order to 
launch a joint attack on this Galaxy, now positively identified 



Page 8 



as the source of the offending remark. 

>examine star 

It is a small, unregarded yellow sun. 

>examine star system 

It consists of nine planets of varying sizes orbitting a small, 
unregarded yellow sun. The third planet catches your attention. 

>examine third planet 

It is an utterly insignificant little blue green planet, of 
the sort where they probably still wear digital watches. 

Your simple act of kindness at a moment of great personal anxiety, (you fed 
the dog, remember?) now brings you rich rewards. The battle fleet plunges 
towards the planet Earth, sees the dog, which appears to them 3S a gigantic 
monster, cheerfully tucking into a cheese sandwich. the Vl'hurgs and the 
G'gugvunts are much moved by this simple picture of happiness, compare it 
briefly with the furious savagery of their own lives, think back to a day 
when they used to relax over the odd cheese sandwich themselves, often at 
sunset after a hearty day working in the fields back in Vl'Hurgon and 
G'gugvia, and decide to return and rebuild their homes in a new spirit of 
harmony and cooperation. 

This should keep you busy for a wee bit. I'll send you new bits in each 
letter. All the best, 

Douglas. 




You are in the Galley area of the Heart of Gold. This contains a 
machine which is the State of the Art in Nutritional Technology, 
a Sirius Cybernetics Corporation Nutrimat. 

It is a large white machine with a touch-sensitive pad, a dispensing 
slot and a service panel. 

>touch pad 

The Nutrimat makes an instant hut highly detailed examination of 
your taste buds, a spectroscopic analysis of your metabolism and 
sends tiny experimental signals down your neural pathways to see 
what you like. 

A cupful of Advanced Tea Substitute appears in the dispensing slot. 

>take cup 
T aken. 

>drink tea substitute. 

It tastes almost, but not quite, entirely unlike tea. It's absolutely 
disgusting. The Nutrimat says "Share and Enjoy". 

>ask nutrimat for tea 

The Nutrimat makes an instant but highly detailed examination of 
your taste buds, a spectroscopic analysis of your metabolism and 
sends tiny experimental signals down your neural pathways to see 
what you like. 

A cupful of Advanced Tea Substitute appears in the dispensing slot. 

>kick nutrimat 

The Nutrimat says "Share and Enjoy". 

-or- 

The Nutrimat says "If you have enjoyed the experience of this drink, 
why not share it with your friends?" 

>Nutrimat, why am I here? 

The Nutrimat says "Nutrition and pleasurable sense data." 

>examine Advanced Tea Substitute 

About the only characteristic it shares with tea is that of Brownian motion. 

>examine service panel 

The service panel is removable. 

>remove service panel 

Behind the service panel is a circuit board with a number of 
dip switches, marked 

1 - Cholesterol Register, 

2 - MSG Specifier 

3 - Thiamin Stack 

4 - Piquant-O-mat 
3 - Flavour Bump 

6 - Vitamin Interrupts 

7 - Nose Sequencer 

8 - Bouquet Arbitration Bus. 



Page 2 



r* 

All the switches are on. 

>switch (any of them) 

Switched. Some lights on the Nutrimat flash briefly. A hum starts 
promisingly, but quickly dies away again. 

>remove circuit board 
T aken. 

>examine circuit board 

It has a number of microchips, some printed circuitry and a message 
engraved in microscopic letters. 

>switch (anything) then replace circuit board in Nutrimat 
An enterprising effort. Some lights on the Nutrimat flash briefly. A 
promising hum starts but quickly dies away again. 

>read message 

It is too small for you to read. 

>read message with [HAVEN'T DECIDED WHAT YET] 

The message reads "This is merely a satirical device. It has no 
practical function." 

>break circuit board 

It's all the device deserves. It shatters with a satisfying crack. 
[INCREASE SCORE] 



Page 3 



Misten to dark 

You hear the deep and distant roar of a star drive conning from far 
beneath your feet. There is an exit to the north and another to the east. 

>East 

You can't go that way. 

>East 

You can't go that way. 

>East 

You can't go that way. We were lying about the exit to the east. 

>North 

You emerge from a small doorway. Spread before you is, astonishingly 
enough, the War Chamber of a star battle cruiser. Through the domed 
canopy of the ship you can see the rest of a vast and horribly 
bev/eaponed fleet flying in formation around and behind you through 
the black, glittering emptiness of space. Ahead of you in the darkness 
is a star system towards which you are hurtling at a terrifying speed. 

Standing near you are two creatures who are gazing at the star with 
terrible hatred in their eyes. One is wearing black jewelled battle 
shorts, and the other is wreathed in green sweet-smelling steam. They 
are talking to each other. 

>Examine Vl'Hurg. 

. The Vl'Hurg leader looks very typically Vl'Hurgish. 

>Examine G'Gugvunt 

The G'Gugvunt leader is looking typically G 'Gugvuntish. 

[The point of this is - is it worth putting in a little problem 
which will reguire your remembering which one is which?] 

,>Listen 

"Hated planet!" snarls the Vl'Hurg. 

"Home of he who dared to say '< >'!" rasps the G'Gugvunt. 

"Detested words! Even now it sticks my soul to hear them uttered," 
barks the Vl'Hurg, "even though ten thousand years have passed..." 

"And as many senseless megadeaths! Worlds destroyed! My race and 
yours laid waste!" 

"And for what?" 

"The ghastly, unthinkable chances of fate! That we should hear he 
who dared shape the words '< >'." 

"Torture to my Vl'Hurgish warrior heart to hear it spoken! Yet, even 
now, the hot breath of our vengeance blows hard upon this little world..." 
"Vengeance on him who said '< > '" 1 

"Yes, there's no need to keep repeating it," growls the Vl'Hurg. 

"One happy thought" adds the G'Gugvunt "is this. After millenia of 
bloody and perpetual conflict, our races have been brought together 
by this Quest for the Source of the Offending Remark. And perhaps, 
our guest completed, and vengeance exacted on him who said '< >'..." 



Page 4 





"Will you stop saying it?" 

"Perhaps we will be able to continue to live together in peace and 
harmony, and..." 

"We will talk about that AFTER we ... who's this?" 

The two creatures turn and stare at you. The battle fleet is 
hurtling towards the star. 

>examine star 

It is a small, unregarded yellow sun. 

>examine star system 

It consists of nine planets of varying sizes orbitting a small, unregarded 
yellow sun. The third planet catches your attention. 

>examine third planet 

It is an utterly insignificant little blue green planet, of the sort where 
they probably still wear digital watches. 

IF YOU SAY ANYTHING AT ALL, OR GIVE ANY INSTRUCTION THAT 
WOULD INVOLVE YOUR CHARACTER SPEAKING, THEN THIS HAPPENS: 

Incredibly enough, not satisfied with having already delivered 
the worst insult in the Vl'Hurg tongue from several million light 
distance, you have now said '<?>', which is an even worse insult 
in the G'Gugvunt tongue than '< >' was in the Vl'Hurg tongue. 

You are clearly the worst diplomat that ever lived. Not satisfied 
with having already delivered the most terrible possible to a 
Vl'Hurg you have now said '<?>', which is an even worse insult in 
the G'Gugvunt tongue than '< >' was in the Vl'Hurg tongue. 

Ignore the penultimate paragraph - just an earlier version of the 
last one. 




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7 



You are the Galley area o-f the Heart of Gold. 

This contains a machine which is the State of the Art in 
Nutr i t i onal Technol ogy , a Si r i us Cybernet i cs Cor por at i on 
Nutr i mat » 

It is a large white machine with a touch-sensitive pad, a 
d i sp en s i n g si ot. an d a ser vice p an e 1 . 

> touch pad 

■$ The Nutrimat makes an instant but highly detailed 

examination of your taste buds, a spectroscopic analysis of your 
met ab o 1 i sm an d sen d s t i n y ex p er i men t a 1 signals d own your n eur a 1 
pathways to see what you like. 

A cupful of Advanced Tea Substitute appears in the 
dispensing slot. 

>take cup 

$■ Taken 

>d r i n k tea sub st i t ut e . 

■$ It tastes almost, but not quite, entirely unlike tea. It's 
absolutely disgusting. The Nutrimat says "Share and Enjoy". 

> a s k n u t r i mat for - t e a 

$ T h e N u t r i m a t m a k e s an i n s t a n t b u t h i g h 1 y detai 1 e d 

examination of your taste buds, a spectroscopic analysis of your 
metabolism and sends tiny experimental signals down your neural 
p a t h ways to see wh a t y o u 1 ike. 

A cupful of Advanced Tea Substitute appears in the 
d i sp en s i n g s lot. 

>ask nutrimat for real tea (or proper tea, or genuine tea) 

$ The Nutrimat says "Share and Elnjoy" and produces another cup 
of Ad van c ed Tea Sub st i t ut e . 

>ask nutrimat for real tea (or proper tea, or genuine tea) (second 
time ) 

$■ The Nutrimat says "This drink was individually tailored to 
meet your personal requirements for nutrition and pleasure," and 
p r o d u c e s a n o t h e r c u p o f A d v a n c e d T e a S u bst i tut e . 

>kick nutrimat 

$ The Nutrimat says "Share and Enjoy". 

/OR/ 

The Nutrimat says "If you have enjoyed the experience of 
this drink, why not share it with your friends?" 



1 



Cl 4ft 



> N u t r i m at, w h y a m I h ere? 

# The Nu.tr i mat says "Nutrition and pleasurable sense data" 

> e k amine A d v a n c e d T e a S u b s t i t u t e 

About the only characteristic it shares with tea is that of 
Br own i an mot i on . 

> e y, a m i n e s e r vice p ax n e 1 

$ The service panel is removable 
> r e m o v e servi c e p a n e 1 

Behind the service panel is a circuit board with a number of 
i p sw i t ches, mar k ed 

1 Ch o 1 est er o 1 Register, 

2 MSG Spec i f i er 

3 T h i a m i n S t a c k 

4 P i q u a n t - 0 - m a t 

5 F 1 a v o u r D u m p 

6 Nose Sequencer 

7 Vi t am in In t er r up t s 

8 Bouquet Arbitration Bus. 

All the switches are on. 

>sw itch ( an y of t h em ) 

$ Switched. Some lights on the Nutrimat flash briefly. A hum 
starts promisingly, but quickly dies away again. 

>r emo ve c i r c u i t b oaxr cl 



T taken 



> e k ax m i n e circ u i t b o a r d 



$ It has ax number of microchips, some printed circuitry axncl a 
message en g r a ved i n m i c r oscop i c 1 e 1 1 er s . 

> s w i t c hi < a n y t h i n g ) t h e n r e p 1 a c e c i r c u it boa r d i n N u t r i m a t 

$ An enterprising effort. Some lights on the Nutrimat flash 
briefly. A promising hum starts but quickly dies away again. 

> read mess a g e 



T- 

>read 



■$ 



it is too small for you to read 
message with C HAVEN'T DECIDED WHAT YET 3 
The message reads "This is merely a satirical 



devi ce . 



It 






If 










has no practical -function. 

>b rea k circuit b oar d 

$ It's all the device deserves. It. shatters with a satisfying 
c r ac k . C I NCREASE SCORE J 

AFTER YOU'VE BROKEN THE CIRCUIT BOARD: 

>ask Nut ri mat for tea (or touch panel) 

T The Nutrimat produces another cup of Advanced Tea Substitute 

and says "Share and Enjoy" in a rather aggrieved manner. 

>ask Nutrimat for real tea (or genuine tea, or proper tea) 

T The Nutrimat asks you what you're talking about, and you 

take the opportunity to tell it all about India, China, Ceylon, 
broad leaves drying in the sun, summer afternoons and silver tea 
pots. 

The Nutrimat says you've got to be joking. 

>ask Nutrimat for real tea Cor how about "INSIST" if there are 
other places we can use it. 3 

$ The Nutrimat expresses its astonishment that you should want 
to drink something which results from putting boiling water on 
dead leaves and squirting stuff from a cow in it and says it will 
need some help just dealing with the concepts involved. 

1 1 st ar t s t o wh i r r . 

A red panel lights up saying 

MEMORY OVERLOAD 

A second panel lights up saying 

RESERVE MEMORY ACCESSED 



A third one says 

PROCESSOR OVERLOAD - SWITCH TO TERMINAL MODE 
A panel on the wall lights up, saying 

NUTRIMAT GOING ON LINE 
More and more panels light ups 

CENTRAL COMPUTER ACCESSED 
MAIN MEMORY OVERLOAD 



FIRST RESERVE MEMORY ACCESSED 



PARALLEL PROCESSORS ON LINE 






SECOND RESERVE MEMORY ACCESSED 



c c 2 j c c h c ( a c ) o i: c i m -- c r; 5m 



C £6 



l £6 



i: C m 



1 qqqqqk 
A C£3xWAIT ! x 
C £4x WA I T ! x 
mqqqqq j 
[ l m -- [: C 5 m 

1 qqqqqqqqqqqqqqqqqqqqqqk 
x NUMBERS BEING CRUNCHED x 
m q q q q q q q q q q q q q q q q q q q q q q j 



There doesn't seem to be a lot happening here. Distant sounds of 
alarm are carried on the air. 



>go to corridor (or whatever direction it is we've decided on) 

$ The sounds of alarm are louder. There is a shout of anger 
and a n o t h e r o f p a n i c . 

> g o ( a nyw h e r e o t h e r t h a n t o t h e B r i d g e ) 

$ F r o m h e r e t h e sounds of panic a n d a 1 a r m a r e m o r e muted , b u t 

no 1 e s s i n s i s t e n t . 

IF YOU DON'T GO TO THE BRIDGE AT ALL, OR START TO TAKE THE SPARE 
DRIVE TO THE BRIDGE, THEN AFTER SIX MOVES, THIS 
HAPPENS :: 

$ It seems to have escaped your notice that something serious 
is afoot, despite the sounds of panic, shouts of alarm, which we 
have been trying to point out to you. 

For your information, while your mind has been other things, 
a nuclear missile attack has been launched on the Heart Of Gold. 
The missiles in fact hit the ship about 3 nanoseconds ago. You 
will shortly (and wee mean shortly) be engulfed in a huge atomic 
fireball, and therefore there is little more to say at this point 
ot h er t h an g oodby e . 



4 



Hitch Hifcgr'g Ggide/Iafocom Game/ lane 15, 19M 



9:20 PH 



PsJfJ. 



You control Dark by using the spare drive with real tea rather 
than Advanced Tea Substitute. 

There are as many cups of ATS as you want, though only one at a 
time. If you ask for another it simply says "You haven't drunk the 
nutritious and flavour -enhanced cupful I already gave you. 

There must be a second opportunity for choice to distinguish 
between the two exits associated with each sense in dark. You will have 
to notice the subtle variation in wording. This only applies to Drive with 
Tea, not. ATS. 

If you return to the Vogon hold a second time you are instantly 
set upon and killed by Vogon guards. 

If you go to Damogran and don "t manage to pilot the speedboat 
then the boat crashes and returns you to Dark. 

If you return to Damogran a/tor stealing the Heart of Gold, then 
the guards seize you and, in an unconstitutional departure from protocol, 
hurl you over the cliff. 

The actual point of the Damogran sequence is to transfer the fluff 
from the speedboat to the HoG. 

There may also be a toolbox under the dashboard of the 
speedboat. In which case, Zaphod is going to have to have some way of 
concealing the too he takes about his person. He would look very odd 
going to give a Presidential address brandishing a photon -assisted 
monkey wrench. 



Marvin 



Marvin crosses your path from time to time making negative and 
depressing comments, but will not respond to commands. If you follow 
him then he goes into Marvin's pantry where you are unable to follow 
him. You have to prove to his door (which is very uppity) that you have 
some basic level of intelligence before you are allowed to enter. "Show 
me something you've done that's the slightest bit intelligent." is the sort 
of remark we would get from the door. You will have to show the door 
the Tea and No Tea. 

The door will then open for you. You can enter Marvin's pantry. 
If you enter before you have scored enough happiness points, then you 



Hitch Hiker *g Gaide/Ittfocom Game/ Tnae 15, 1984 



9:20 PH 



Page 2 



will suffer a fatal blast of depression and, sadly, the game will be over for 
you at tliat point. 

If you have enough points then you can ask Marvin to help you 
with opening the airlock door. He says have you got the tools. If you ask 
him which tools he is very scornful and wonders how you managed to get 
into the pantry if you are so primordially benighted that you don't even 
know w T hich tools are needed for the job. 

There are about six tools to choose from dotted around the game - 
mostly in the HoG. 

When you go with Marvin to the maintenance room, which is very 
small, you can only take two tools in with you. Marvin works away and 
then asks you for one tool and another. This is on a random routine - he 
will ask for different tools each time. If you don't have the tools when he 
asks for them then the door cannot be opened. You are stuck inside the 
ship till the air runs out. 

The only way you can know which tools Marvin will need is to 
have collectedthe four pieces of fluff, which are the seeds of a tree 
thought to be extinct, - the Tree of Foreknowledge. It bears one fruit, 
which, if eaten, vouchasafes the eater a single glimpse into the future. 

This will tell you which tools Marvin asks you for. 



Tea/No Tea Dilemma. 



If you try and pick up tea when you are holding Wo Tea (or vice 
versa) then the game will respond that "Your common sense tells you that 
you can't do that." 

One of the exits; from dark sends you into your own brain. If you 
are normal size at the time then there is a very nasty explosion of flesh 
and bone around you, and you are dazed to discover yourself standing in 
what appears, horribly enough, to be your own corpse. You have to option 
of quitting the game cleanly now, rather than suffer the results of this 
ghastly error yourself in a short while. 

If you take that exit after you have come back from the Vl'Hurg 
and G'Gugvunt. ship, and are therefore two microns tall, then you find 
yourself in a spongy gray maze of twisty little synpses, all alike. In this 
maze you will find one pair of synapses blocked by a large obstacle 
marked Common Sense. If you remove this, the synapse fires 
properly, you experience a rush of mental freedom and are somersaulted 



Hitch Hiker 'g Ggide/Iftfocom Game/ lime 15, 1984 



9:20 PH 






in a blinding explosion back into Dark. (On re-emergence from Dark on 
this occasion you will be back to proper size). 

If you emerge from Dark without doing this you will be two 
microns tall. You will be in a very strange shaped and huge room, which 
you don't recognise, though it smells familiar. You are standing on the 
edge of a huge wide plain. If you go in any direction, the Game says that 
you march in that direction for five hours, but don't seem to have made a 
lot of headway. Eventually you get trodden on a by an ant. 

After you have removed Common Sense from your brain you 
are able to hold Tea and No Tea simultaneously. 



Part y 

You are Trillian. There are three rooms at the party. You are 
carrying a glass of white wine, a plate of hors d'ouevres, and a handbag. 
There is a particular guy who looks very very attractive, if a little weird. 
He has a slightly other worldly look on his face, and appears to think that 
this is a fancy dress party or something because he has what appears to 
be a large birdcage on his shoulder with a black drape over it. The bird 
inside must be asleep on account of the fact that you can hear the sound 
of snoring coming from inside. His name apparently is Phil and no one 
knows who invited him. 

There is also a nice man called Arthur Dent, who, though well 
meaning, you find a bit of a bore. He comes up to you and says hello, 
then seems a little shy and embarrassed and stuck for anything else to 
say. He has a large ball of fluff on his jacket, which, to your surprise, you 
find very irritating. 

If you say anything to Arthur... 

"Arthur seems to find your tone a little cool, smiles unhappily, and 
wanders off." 

Arthur 'will keep returning and say "hello again" and then be stuck 
for anything to say again. 

If you try to follow Phil, he always moves to the next room. 

If you take the fluff from Arthur's jacket, the game says that, as 
so often at parties, you find you are holding too much and can't take 
anything else. So, you have to drop one of the items you are carrying. 



Hitch Hifcer'g Ggide/Imfocom. Game/ Tbm 1 5. 1984 



9:20 PH 



Pag e 4 



When you take the piece of fluff off Arthur's jacket his 
appearance is much improved. He is clearly touched by this friendly 
move and starts to chat away to you happily. He is really rather a nice 
man, you decide. However, at that moment Phil comes up, grips your 
shoulder, says "Hey babe, is this guy boring you? Why don't you come 
and talk to me instead. I'm from a different planet." He is very strange 
and attractive. You smile at Arthur. You follow Phil. The hostess, a 
very boring lady who you've been trying to avoid all evening comes up to 
you and says, "Oh hello, Tricia, how lovely to see you, is this 
yours?" /whatever it was you dropped to tape ArtJnir 's fluff l 

This is the crucial point at which you either drop the fluff or put it 
in your bag. 

Assuming you take whatever it is, the hostess then moves away, 
you follow Phil outside, and every tiling goes swirnmy and Dark. 





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Car 




( \nr\C^-S lie A mcivxu aO 










The widest seat in the air. 




British Airways’ Super Club business 
class has seats so wide, you almost 
have to create novel ways to get them 
on the plane! 

What’s more, there are only six of 
them across, so you’ll always sit next 
to a window or an aisle. And, of 
course, there’s always our renowned 



British efficiency and impeccable 
service. Plus, you can count your 
flight miles toward your American 
AAdvantage®travel award plan. No 
wonder that British Airways is the 
world’s favourite airline. 

Call your travel agent or 
corporate travel department. The World’s Favourite Airline’ 



airways 



© 1984 British Airways 



The rotors in the RX-7's rotary engine spin 
constantly in one direction instead of moving up 
and down like pistons. At high rpm it uses less 
energy fighting friction than a conventional 
reciprocating engine. This means that the rotary 
engine is smoother and more powerful for its 
size-the ideal power plant for a sports car. 




Standard features include 
5-speed overdrive transmission 

• Steel-belted radial tires • Power- 
assisted ventilated front disc 
brakes • Front and rear stabilizer 
bars • Retractable headlamps 

• Full cut-pile carpeting • Driver's 
seat lumbar support adjuster 

• Electric rear window defroster 

• 2-speed wipers/washer plus 

intermittent 



29 



EST. 

HWY. 

MPG 



19 mpg* feature 

Tinted glass 



• Tachometer • Trip odometer 

• Dual door mirrors • Lockable, 
lighted rear stowaway lockers 

• Quartz digital clock 

• Side window demisters. 



Experienced drivers buckle up. 



1984 Mazda RX-7S 

*10,195’ 

To get your free copy of our 22-page , 
full-color catalog showing the 
whole Mazda RX-7 line, write to: 
Mazda RX-7 Offer 
Box 5960 

Orange, CA 92668 




'EPA estimates for comparison. Your mileage may vary with 
trip length, speed and weather. Highway mileage will probably 
be less. * 'Manufacturer’s suggested retail price. Actual price 
set by dealer. Taxes, license, freight, options (tires/al. wheels 
shown) and other dealer charges extra. Price may change 
without notice. Availability of vehicles with specific features 
may vary. Mazda’s rotary engine licensed by NSU-WANKEL. 
tPercentage of original suggested retail price currently 
retained according to Kelley Blue Book, Jan.-Feb. 1984. 




THE MORE YOU LOOK, 
THE MORE YOU LIKE. 









X 




lx>0 _ 

RerRe me latent UST/kGS. 3: 

CoH^/^e^ LA^T M/Gffr Z »T wAS oweR 

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s>\\ool^ noo^ 'Terr- im(^ 

As A QK SALLCHVM.^ * 



Si 


















■ .1 



.... ■- 














I 





THE THING YOUR ROOMMATE GAVE YOU 
WHICH YOU DON'T KNOW WHAT IT IS 
5/2/84 

# 


Tom V: 


"Something to do with fish. ..with the cleaning or preparing 
of fish." 


Hollywood: 


"What are you doing with a cheese stringer?" 


Betsy: 


(bitchily, of course) "It's a cheese shredder." 


Jon: 


"Uh, something to make sushi with? To open clams with? 
Cut the edges off, uh..." (trails off) 


Linda A: 


"Is it for drugs or sumthin'?" 


Debbie: 


"It's a pasta-maker. A mini-pasta maker." 


Tom V: 


(returning) "I've changed my mind. It's a carpentry tool. 
Why else would it have this little house on it 7 " 


Jerry: 


"I wouldn't even care to guess." 


Marc: 


"For scraping stickers off your car? Oh, I didn't see the 
holes. It hooks onto something and becomes the handle." 


/ 




Albert: 


"Some kind of kitchen utensil but it beats the hell out 


• 


of me what." 


Dan: 


"Is this a butter curler?" 


' Stu: 


(deliberately) "I think it's designed to cut food into 
ribbons..." (less deliberately) "...in fact, you could 
cut anything into ribbons!" 


Mike Q: 


(after hearing about horrible Sorcerer bug) "Is it sharp 
enough to slit my wrists? It's obviously for grapefruit. 
Or an ice something." 


Bruce: 


"Is this for sculpting clay?" (later) "It's a wire-stripper 
for special five-conductor cable." 


IwJas 


VJ^OVv Lqac\\VO, L ° c ' rc ' S 

l'Q4Y\o w . 1 ' 






. You'll have to d e mors specific, I'm afraid 
>F IND ONE 6 = D 

You'll have to be more specific*. I'm afraid 
>F I NO MY SfcO 

You'll have to be more sceci^ic, I'm afraid 
>F IND ANY BED 



I don 


't 


know 


the word 


“ary “ 


> F I N D 


A 


SOFT , 


cczy sec 


WITH 


I don 


' t 


know 


the word 


“soft 



ZTeMrotFeR 

p(ckV| I A_(V 

UlTCHWlHeR-^ 



>RESTCRE 







Vv 







From file: BROWNIAN. Rill. 10 k. 



>1 



You have: 
no tea 

a sales brochure 
your gown (being worn) 

It is of course well known that careless talk costs lives* but the full scale o 
the problem is not always appreciated. Per instance, at the exact moment you 
Said “set switches for tea substitue" s f reek wormhole opened in the fabric of 
the space-tire continuum and csrriec your words far far back in time across 
almost infinite reaches of space to a distant galaxy where strange and warlike 
beings were poised on the brink cf frightful interstellar battle. 

The two opposing leaders were meeting for the last time. A dreadful silence fel 
across the conference table as the commander of the Vl'Hurgs* resplendent in hi 
black jewelled oat tie shorts, gazed lev ally at the G'Gugvunt leader squsttinc 
opposite him in a cloud of g-eer, sweet-smelling steam. As a million sleek and 
horribly beuieaooned star cruisers poised t c unleash electric death at his sing! 
wore cf command, the V 1 'burg challenged his vile enemy to take back what it had 
saic about his mother. 

The creature stirred in its sickly broiling vapour, and at that v e r y moment the 
words “set switches fen tea substitue” drifted across tne conference table. 
Unfortunately, i n the Vi'hurc tongue this was 'the most dreadful insult 



r'- 



imaginable* and there was nothing for it but to wage terrible war fc-r centuries 
Eventually the error was detectec, out over two hurcred and fifty thousand 
worlds, their peoples and cultures perished in the holocaust. 

You have destroyed most c f a s^sli galaxy. Please pick your words with greater 
care. 

> L 



Bridge 

This is the bridge of the Heart cf Geld. A gangway leads downward, and 



s team 



ll-Sep-84 23:58:10 — EOT , 1131; OOOOOGOOOOOi 
Mail-From: $ E w creates at ll-Sep-84 23:53:10 
Date: 11 Sep 1984 2352-EDT 

From: Steve Meretzky < S EM at Z 0 R K > 

Subject: HITCHHIKERS 
To: TESTERS at ZORK 



❖ ❖ ❖ * $ DON'T P 4 N I C $ * * * ❖ 

The freeze is on. Version (naturally) 42 is ready anc waiting * c r you to do 
your worst. I've wearing my + o w e 1 and my peril-sensitive sunglasses and my 
Dags are packed for Nantucket and just give me the word and I'll press 
tne green button and tatter transfer to any passing Cape Island. 

Version 2 is an incredible 394 bytes unoer the TI99 limit? the Scommands 
must have taken up at least five huncred bytes. 

Jeff, the last batch of bugs are in your box (as well as some cryptic notes 
I removed from your desk late last night). In addition to these, here are 
some suggestions for areas of fertile beating: referring to TEA, returnino 

to scenes multiple times, various uses of IN PRINT 0 F , saying PUT ALL IN 
various containers, arb various types of orphaning (WHICH BUTTON DO YOU 
MEAN . . . ? ) 

RESTORE after death crashes, but I think this is a bug in the new Z I p 2 0 . 



Well, sc long, and thanks for all the 



hues. 



I 3 -Sep- 3 4 13:2722*-EDT,4C5;00C0CC000001 
Date: 13 Sep 1 9 8 4 1327- E CT 

From: Jerry W o 1 p e r < J W a ^ Z G R K > 

Subject: Remaining jnfixeb 
To: s e m 

The orly fix I didn't do was the multiple orchar esse. (If orly me h = c 
week,..) I was pleasantly astonished to find that: 

>UNL0CK BOX * I T h KEY 

Which cox do you mean, tre toolbox on the carton? 

>TCDLBDX 

noio morks without my explicitly fixing it! 

-Not A 1 diver's agent 



13- Sep- 6 4 14 : 13 : 0 0 - 6 0 T , 5 4 £ : 0 0 G 0 0 0 0 0 0 C 0 1 
Mail — From : S E M created at 13 - Sep - 84 14 : 09:39 
Date: 13 Sep 19 3 4 1409- ECT 

From: Steve Meretzky <SE V at Z D R K > 

Subject: 45 

To: TESTERS at ZDRK 



hear, on ye sinners: 



Version 
before the eyes 
pilgrimage unto 



45 is waiting to be blessed. Let all who have sirred 
of God cleans* themselves of their evil by making a 
the gsm e arc seeing it's pristine o u r i t y • 



is the 
was 4 2 



we have received another sign from on high that this 
chosen one; I cared upon the file size and lc, beheld 
bytes under the limit. 



version 
that it 



1 3 - S e p - 3 4 1 6 : 2 0 : 5 7 - E D T , 3 8 1 J 0 0 C 0 C C 0 0 0 0 0 1 
Date! 13 Sep 1984 1620- EOT 
= rom: Marc blank < 5 L A N K at Z C R K > 

Subject: Re: 45 
To: S E M 

In - Reply - To: Your message of 13-Ser-Sw. 1409 - ECT 



Wondrous odd that the number 
of the code is the answer to 
tnis thy code and let it not 



c * bytes remaining after the blessing 
the ultimate Question! C h Lord, oless 
fall victim to the scourge of bugginess. 



another 






14-Sep-84 17:34:0C~EDT»437; 000000000001 
M 3il-Froi’: S E V crestec =1 l4-5ep-34 17:31 



Dote: 14 Sep 1 
^ r o m : Steve Me 
Subject: HITCH 
To: TEST 8 R S st 



e t 



1731-ECT 
ky < S E M at 



Z n p k 



Z 0 R K > 



2 6 



V ersion 43 is done . 

would you like the Cues behind Version £46* or the cues behind Version 
or the bugs be hire 'Version w 4 g ? 

Or, jjcuid you like to trsde =11 the bugs you've non for the curtcin t h 
beautiful Albert Vezze is pointing to? 

See y'ail Wednesday. 



l4-Sep-s4 17 :57!44-EDT ,221 5 OCOOOCOOCOOl 

Gate: 14 Sep 1984 1 7 5 7 - E C T 

From: M a r c f ■ 1 s n k < 3 L A N K st Z 0 R K > 

Subject: Re: HITCH 

To: S E M 

In-Reply-To: Your message 



of 14-Sec- 8 4 1731-SOT 



I suggest that you see ~r eye doctor on your vacation 



-marc 



l4-$ep-S4 16:57: 15-5DT ,293; Q0C0CC 000031 
Date: 14 Sep 1984 1S57-EDT 
From: jerry Wo 1 per <Jw at 1 0 3 K > 

Subject: Re: HITCH 
To: 3 E M 

In-Reply-To: Your message of 14-Sep-84 1731-EDT 

Wednesday?!?? And THEN running tc Production??!? Oh, ui e 1 1 . I suppose i 
wrote at anything as buc-riccen as Hitchhiker's* I'd run a uj s y too. 



14- Sep -8^. 19:3l:54-EDT,245;0O0C0C00OO01 
Date: 14 Sep 1984 1931-ECT 

From: Jerry w olper <JW at Z 0 R K > 

Subject: V . 48 



To: DA, J E F 



S E M 



I got as far as cceniro 4 h e screening door before I forgot to drirk th 
I hao eaten the fruit. This is, presumably, good news. - J W 



16 -Sep-84 01:24:47-£DT,183;COOOOC000001 
Date: 16 ^ep 1 9 b 4 0124 — cCT 

From: Michael Dornbrook <MD at Z D R K > 

Subject: HITCn 

To: S c M 



"THROW IN TOWEL" D“'ES A SUIT TO TCPS-20 WITHOUT GIVING SCORE, 



W 4 7 
a t 



f I 
e t e 
FTC . 



MIKE 



‘Wft s~ 



-Simple, but interesting. 1 discovered Stu's $db command, revealing a little 

of the parsing process. Don't take it out. M2 

-Suspect- the game is absorbing even though the parser can be frustrating. 

When I bimp into Smythe, I would like to say "sorry." M3 

-Suspect is very engrossing. Little hard to map, but that's expected. Takes 

alot of time between turns. Other than that, all your games are an A+. M3 

-Your package speaks for itself. Quality inside and out. There is no doubt 

that you are the leader in this software gendre. However, including a twinkie 

in each package might be nice. • M3 

-I see a few other companies are trying to outdo you. Never! They can 
have their ’intelligent' parser, they still don't know how to write! Keep 
up the great work! M3 

-I played a BASIC text adventure, and liked it. Then I bought an Infocom 

and was overwhelmed. You can really communicate! M3 

-It is much to your credit. The stories alone are worth it, but you've invested 

into packagings and a smile becomes a laugh. A2 

-What happens when I wear out this disc playing the game? A2 

-It is a very hard, mind-boggling, fantastic game. If people can solve this 

game without the hintbook, they must have a very high I.Q. A3 

-Don't include so much funny stuff! Also, do you make any 'serious' games? S3 

-Planetfall and Deadline mark a new era in computer games: one in which 

thinking is more important than zapping, killing, and rapidly pressing buttons. S3, Ml 

-I haven't tried it yet, but I'm sure it's a flop. S4 

-Aggravating. I wish the author would visit and show us if it has any redeeming 
features. S4 

-Responds well to questions no matter how stupid or irrelevent. S4 

-The packaging is better than a pair of dingo's kidneys. S4 

-I really don’t appreciate a game that becomes impossible after five to 

ten hours of play. Now I guess I have to buy your accursed hintbook. Great 

planning you bastards. S4 

-Three microscopic battle cruisers were missing from the microscopic 

space fleet. (Rip-off.) S4 

-Great packaging, interesting items, but the game makes my brain hurt 

(nice!!) S4 

-Doug Adams is God! S4 

-I like it too much , it’s hard to stay awake the next day. S4 

-Text is excellent and very funny. However, we got stuck real fast and 

have been unable to get past a certain point for days - and there's four 

of us playing! (All with high I.Q.'s) This leads me to believe these things 

are still written for hardcore nerds and not for the rest of us. Put more 

hints into the game. S4 



K KMs 111^: KBH# 

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riLL me u 



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card today, and you'll be reading THE NEW ZORK TIMES for FREE before you 
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6. Infocom interactive story purchased : AcVJbH. f.5 c c 



7. My computer is 



Ia t 


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7. My computer is 



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9. Please put any comments you have about your Infocom interactive story, the 



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till 


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documentation or the packaging here:. 



tVl'lCy Gt;»V E- 



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tKiru^-p /fK I k Acf*. — hn. ~Hfc- frio^jg 



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9. Please put any comments you have about your Infocom interactive story, the 

documentation or the packaging here: TLl. £-M v tftlfV\C (\<\ ^01 

i\cix NpV t ~T Va.o»< 



Vr\t^5 no y\V s C Cs rw Voters SSi'OCyMV 

Sitmg qVwc VvncikVWvV cxv-e. 




\A^r KVesA 



ic 






10. Add your friend to our mailing list: 

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The Infocom Interactive Warranty/Registration Card 



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My computer is 



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h t 



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9. Please put any comments you have abopt your Infocom interactive story, the 

documentation or the packaging here:. A 4 tA £ v, f i t H 



7 My computer is 



V..- 




J. . 

/ / 




■■ 


A 
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* 












model number 



brand 



B AT tA'F 1M P LfcMHT ^ 

fdo~: gt/E/y A cuPgft. VOVA 

L&ULp MS,, 



8. My age group is: □ 6-11 B 12-17 □ 18-24 □ 25-35 □ 36-49 □ 50 + 

9. Please put any comments you have about your Infocom interactive story, the 



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Ideal for Teflon* Cookware 

*Req. T.M. of E.l. DuPont Do Ne 



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The Hitchhiker’s Guide to the Galaxy is 

distributed by WGBH Radio Boston, 125 Western 
Avenue, Boston, MA 02134. (617) 492-2777. We 
welcome your comments. Thank you for listening. 




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* 







ihrS | a oils <^oo A. 







The September -October 1983 issue o f So f 1 1 i ne featured & 
unique cover - three paragraphs from Infocoir.'s interactive 
fiction game Planet fall. The paragraphs described a 

particularly sensitive part of the game and ended -'with the 
reviewer’s comment that "Your friend is gene and you're 
alone... You don’t feel like that very often. Maybe after you 
read Charlotte’s Web. Maybe when they shot Bambi's 

mother... But this scene is from a computer came. A game!" 

Steve Meretzky, the author of Planet fall, is accustomed 
to such praise. Since FI anet fall ’ s release in September 
1963/ it has been highly acclaimed as a product both humorous 
and humane/ winning numerous awards for both the game and the 
designer. Keretzkv ' £ second In foe or, release , Sorcerer , 



r or cte; 



■oftel k reviewer tc comment , "Keep it 



:p» Steve, 



6 n c 


we'll be lo 


o k i n g 


for 


interactive 


f i c t i 



Interactive fiction is a new genre of literature that 
was refined for widespread software distribution by Infocom. 
Sophisticated programming techniques allow Infocom users to 
influence the course of a story by communication with their 
computers in complex, conversational English. 

Writing interactive fiction was evidently a good career 
change for Meretzky, who earned a degree in Construction 
Project Management from M.I.T. After graduation, he took 
three successive jobs in his field. None of them provided 



the satisfaction he’d anticipated. 

In mid -1981, he was out of work and spending a lot of 



time around the apartirient he shared with Michael Dornbrook, 
now Infocon's Product Manager for Entertainment Software. At 
the time, Dornbrook was testing Zork 3 and Zork II for 



Infocon. Meretzky began to play the games, reporting bugs 
when he found them. He did such a good job that when 
Dornbrook left the area to attend business school and 
Infccom's Marc Blank needed someone to test De a d 1 i n e , he 
thought of Meretzky. 

By June 1982, Steve Meretzky was working half-time as a 
carrie tester at Infocon. He began to work on Planet fa 11 , 
spending less time testing and more time writing. In October 
1982, he began full-time work as an Infocon game writer. 



c r- 



Planetfall w 



Planet fa 1 



release 



1 1 



ept ember 1985. 



has been cite 



^ C b: 



t Adventure Game of 



‘83" by InfoWorlc and "Best All -Text Game of the Year" by 
Computer Games Magazine. It was chosen as one of the ten 



most popular programs of 19E3 by St . Game Magazine reader's 
poll and deemed "a text came extraordinaire" by Video Review 
Magazine, who gave Meretzky a ViRA award for "Best Software 
Designer of 1983. " 

At the Summer 1984 Consumer Electronics Show (CES), 
Planet fall was voted one of the most original software 



programs for 1983—84. The CES Software Showcase experts 
cited Meretzky for "innovativeness of concept, technical 
superiority, and product uniqueness." 

Reviewers find the same qualities evident in Sorcerer , 
released in March 1 984 . Fifth in Infocomi's fantasy series. 



* "aWC-fcl Mn'"* 



■>* ; a jj*r.. 



^ w— . •- 



Sorcerer provides the player with iriagic spells which are put 
to use in the search for a missing necromancer. The search 
leads through a variety of fantastic locations, from a 
honky-tonk amusement park to the labyrinthian passages of a 
glass palace . 

Steve Meretzky's most recent accomplishment is an 
interactive fiction version of The Hitchhiker’s Guide to the 
Galaxy, written in collaboration with Douglas Adams, author 
of the best-selling novel. The Hitchhiker's Guide, a 
hilarious journey through the universe in the company of a 
motley troupe of Earthlings, aliens and robots, will be 
released in November 19 £4. 



DON’T PANIC! 



YOU CAN NOW TAKE A GUIDED TOUR OF THE GALAXY 

s / 

\ 



CAMBRIDGE, MA (August, 1964) -- Are you tired of 
travelling haphazardly around the galaxy, never knowing what 
to expect from each new planet? Are you frustrated by the 
lack of information on intergalact ic culture? Do you still 
find it difficult to decipher alien languages? 

Relax. Kelp is on the way, with The Hitchhiker's Guide 
to the Galaxy, Infocom's newest work of interactive fiction. 



The Hitchhiker's Guide to the Galaxy 
Douglas Adams, creator of the best-selling 
Meretzky, award-winning designer of Infocom 



was a u t ho r e d by 
novel, and Steve 
's Planet fa 11 (tm) 



0 



and Sorcerer(tm). Adams, a long-time fan of In focom ' s 
interactive fiction, contacted Infocom with the idea of 
writing a game based on Hitchhiker's Guide . Keretz k y , 

experienced in the writing of a humorous science fiction 
game, was chosen to work with him. 

The delightful result puts you into the role of Arthur 
Dent, a hapless Earthling. You awake one morning to find 
your house in the path of bulldozers clearing the way for a 
new highway. Unbeknownst to you, there are larger destruct 
plans brewing - those for the demolition of the entire 
planet. But your friend Ford Prefect, who (also unknown to 
you) happens to be from the planet Betelgeuse on the far side 
of the galaxy, has a means of escape in the form of an 






&c\ogAy^ 

c\ps£- 



Electronic Thumb. With the Electronic Thumb, you and Ford 
can hitchhike a ride on any passing spaceship. And that's 



just what you do. 

Up to this point, the story line of the game is similar 
to that of the book. But once aboard the Vogon flagship, the 
first stop on your interplanetary adventures, you'll find the 
characters and locations of The Hitchhiker's Guide to the 



Galaxy appearing in a variety of misadventures written by 
^ X> c o oA a£ 

y^Doug A.dams expressly for the came. And, as in all Infocom 
games, you'll be part of every twist and turn in the plot. 

Luckily, you'll have your Hitchhiker's Guide to the 
Galaxy along with you. Readers of the book will recall that 
the Hitchhiker's Guide is an electronic devise somewhat 



s i mi 1 1 a r in appearance to 



large calculator. It has 



hundred tiny press buttons and a four -inch screen on which 
any one of a million "pages'' can be summoned at a moment's 
notice. The guide supplies information on every conceivable 
(or inconceivable) person, place and thing in the galaxy. 

Infocom's interactive version of The Hitchhiker's Guide 



to the Galaxy includes a computerized version of this amazing 
guidebook. The information in the guide is contained on the 
game disk, and you can summon any one of its dozens of 
entries right onto your computer screen. 

The game packaging provides you with a number of other 
items no self-respecting hitchhiker would be without. A pair 
of per i 1 -sens i t ive sunglasses warns you of the dangers you’ll 
encounter in your travels through the universe. Copies of 



the destruct orders for your house and the planet Earth 
remind you why you’re out there in the first place. You're 
given a piece of fluff and a microscopic space fleet, as well 
as the Megadodo Publications sales brochure for the latest 
model of the Hitchhiker's Guide. And in case things get out 
of hand, there's a Don't Panic button. 

Unfortunately, the packaging does not include a cup cf 
good English tea. And you'll have to bring your own towel, 
an object as necessary to intergalact ic hitchhiking as the 



Electronic Thumb . 

What is the object of the game? According to Steve 
Meretzky: "Stay alive. Don't panic. And have a good time." 

The Hitchhiker's Guide to the Galaxv is the funniest 



game yet released from a company known for its wit and humor. 
It is also the first Infocom game to be adapted directly from 
another medium, with Douglas Adams using Steve Meretzky 's 

expertise as well as his own knowledge cf the subject to 

* 

successfully create an interactive version of his novel. 

k, tvKLWxWr 

Scheduled for ^6-e- t c b ex 1984 release. The Hitchhikers 



Guide to the Galaxy is geared to the Standard Level player 
It will retail for 139.95. The game will be distributed to 
bookstores through Simon & Schuster, publishers of Douglas 
Adams' series of science fiction comedies. 

The Hitchhiker's Guide joins Infocom’s line of 
best -sel 1 ing science fiction games, which include Suspended, 



Mddv'rt*- 
vWS iV»i ? 



Starcross and Planet fal 1 . In Suspended, you must bring an 



endangered planet under control by acting through your crew 



of six robots, each of whom provides a different sense or 
capability. Starcross offers you the opportunity to board a 
gargantuan starship from the outer fringes of t he.- .ga 1 axy . 
And in Planetfall, you explore a deserted planet in the 



company of goo d -humore d robot. 

Aocs "VWs trwfcCkV's 

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inFoconv 

infocom, Inc., 55 Wheeler Street, Cambridge, MA 02138 
(617)492-1031 




CONTACT Patricia Maroni 

Director of Public Relations 
(617) 492-1031 

* 

Elizabeth Langosy 
Staff Writer 

DON'T PANIC! 

YOU CAN NOW TAKE A GUIDED TOUR OF THE GALAXY 

Interactive Fiction Expected to Reach Even Greater Level 
of Popularity with November Release of Infocom's 
Hitchhiker's Guide to the Galaxy 

Cambridge, MA (October, 1984) — Are you tired of travelling haphazardly around 
the galaxy, never knowing what to expect from each new planet? Are you frustrated 
by the lack of information on intergalactic culture? Do you still find it difficult 
to decipher alien languages? 



Relax. Help is on the way, with The Hitchhiker's Guide to the Galaxy , Infocom's 
newest work of interactive fiction. Hitchhiker's Guide , scheduled to be on dealer 
shelves in November, is geared to the Standard Level player and will retail for 
$39.95 (most systems). 

The new release is authored by Douglas Adams, creator of the best-selling novel 
by the same name, and Steve Meretzky, award-winning designer of Infocom's 
Planetfall t m and Sorcerer* ™. The seed for this new title was planted when Adams, 
a long-time fan of Infocom's interactive fiction, contacted Infocom with the idea 



-more- 



- 2 - 



of writing a game based on his book. Meretzky, experienced in the writing of a 
humorous science fiction game, was chosen to work with him. 

* 

The delightful result puts you into the role of Arthur Dent, a hapless Earthling. 
You awake one morning to find your house in the path of bulldozers clearing the 
way for a new highway. Unknown to you, there are larger destruct plans brewing 
— those for the demolition of the entire planet. But your friend Ford Prefect, 
who (also unknown to you) happens to be from the star Betelgeuse, has a means 
of escape in the form of an Electronic Thumb. With the Electronic Thumb, you 
and Ford can hitchhike a ride on any passing spaceship. And that's just what you 
do. 



Up to this point, the story line of the game is similar to that of the book. But 
once aboard the Vogon flagship, the first stop on your interplanetary adventures, 
you'll find the characters and locations of The Hitchhiker's Guide to the Galaxy 
appearing in a variety of misadventures written by Douglas Adams expressly for 
the game. And, as in all Infocom games, you'll be part of every twist and turn 
in the plot. 

To aid you in your explorations, you'll have access to the Hitchhiker's Guide 
to the Galaxy. Readers of the book will recall that the Hitchhiker's Guide is an 
electronic device somewhat similar in appearance to a large calculator. It has 
a hundred tiny press buttons and a four-inch screen on which any one of a million 
"pages" can be summoned at a moment's notice. 



Infocom's interactive version of The Hitchhiker's Guide to the Galaxy includes 



a computerized variation of this amazing guidebook. The information in the guide 
is contained on the game disk, and you can summon any one of its dozens of entries 
right onto your computer screen. 

The game packaging provides you with a number of other items no self-respecting 
hitchhiker would be without. A pair of peril-sensitive sunglasses warns you of the 
dangers you'll encounter in your travels through the universe. Copies of the destruct 
orders for your house and the planet Earth remind you why you're out there in the 
first place. You're given a piece of fluff and a microscopic space fleet, as well 
as the Megadodo Publications sales brochure for the latest model of the Hitchhiker's 
Guide. And in case things get out of hand, there's a Don't Panic button. 

So find yourself a cup of good English tea. And you'll have to bring your own 
towel, an item as necessary to intergalactic hitchhiking as the Electronic Thumb. 
Then settle back for a ride around the galaxy. 

What is the object of the game? According to Steve Meretzky: "Stay alive. 
Don't panic. And have a good time." 

The Hitchhiker's Guide to the Galaxy is the funniest game yet released from 
a company known for its wit and humor. It is also the first Infocom product to 
be adapted directly from another medium, with Adams using Meretzky's expertise 
as well as his own knowledge of the subject to create an interactive version of 
his novel. The game will be distributed to bookstores through Simon & Schuster, 
one of the publishers of Douglas Adams' series of science fiction comedies. 



-4- 



Infocom's sophisticated development tools made it possible for the unique qualities 
of Adams' writing to be faithfully translated into a computer program. As in any 
work of literature, the personality and talent of the author are evident in each 
Infocom product. 

The Hitchhiker's Guide joins Infocom's line of best-selling science fiction games, 
which include Suspended * 171 , Starcross *™ and Planetfall. In Suspended , you must 
bring an endangered planet under control by acting through your crew of six robots, 
each of whom provides a different sense or capability. Starcross offers you the 
opportunity to board a gargantuan starship from the outer fringes of the galaxy. 

And in Planetfall, you explore a deserted planet in the company of a good-humored 
robot. 

Infocom games are available for the following computers: Apple II series, Atari, 
Commodore 64, Commodore Plus 4, CP/M 8", Data General Desktop 10, DEC RT-11, 
Epson QX-10, H/P 150 & 110, IBM, Macintosh, Mindset, NEC PC-8000, Osborne, 
Tandy Color Computer, Tandy 2000, Texas Instruments Professional, TRS-80 Models 
I & II, MS DOS 2.0 and TI 99/4A. 

For further information on Infocom's interactive fiction, contact Public Relations 



////// 



at (617) 492-1031. 



inFoconv 

Infocom, Inc., 55 Wheeler Street, Cambridge, MA 02138 
(617)492-1031 




CONTACT Patricia Maroni 

Director of Public Relations 
(617) 492-1031 

Elizabeth Langosy 
Staff Writer 



THE HITCHHIKER'S GUIDE TO THE GALAXY* 



Douglas Adams/Steve Meretzky Collaboration 
A Humorous Addition to 
Infocom's Line of Interactive Fiction 



Cambridge, MA (November, 1984) -- Don't panic! You, too, can tour the universe! 
The Hitchhiker's Guide to the Galaxy, Infocom's interactive version of Douglas 
Adams' best-selling novel, is now available nationwide. 

Development of this new title began when Adams, a long-time fan of Infocom's 
interactive fiction, contacted the company with the idea of writing a computer 
game based on his book. Steve Meretzky, award-winning author of Infocom's science 
fiction comedy Planetfall t m , was chosen to work with him. 



-more- 



- 2 - 



% 



The delightful result puts you into the role of Arthur Dent, a hapless Earthling. 
You awake one morning to find your house in the path of bulldozers clearing the 
way for a new highway. Unknown to you, there are larger destruct plans brewing 
- those for the demolition of the entire planet. But your friend Ford Prefect, who 
(also unknown to you) happens to be from the star Betelgeuse, has a means of escape 
in the form of an Electronic Thumb. With the Electronic Thumb, you and Ford 
can hitchhike a ride on any passing spaceship. And that's just what you do. 

Up to this point, the story line of the game is similar to that of the book. But 
once aboard the Vogon flagship, the first stop on your interplanetary adventures, 
you'll find the characters and locations of The Hitchhiker's Guide to the Galaxy 
appearing in a variety of misadventures written by Douglas Adams expressly for 
Infocom. And, as in all Infocom stories, you'll be part of every twist and turn in 
the plot. 

To aid you in your explorations, you'll have access to the Hitchhiker's Guide 
to the Galaxy. Readers of the book will recall that the Hitchhiker's Guide is an 
electronic device somewhat similar in appearance to a large calculator. It has 
a hundred tiny press buttons and a four-inch screen on which any one of a million 
"pages" can be summoned at a moment's notice. 

Infocom's interactive version of The Hitchhiker's Guide to the Galaxy includes 
a computerized variation of this amazing guidebook. The information in the guide 
is contained on the disk, and you can summon any one of its dozens of entries right 
onto your computer screen. 



-more- 



« 



- 3 - 

The packaging provides you with a number of other items no self-respecting 
hitchhiker would be without. A pair of peril-sensitive sunglasses warns you of the 
dangers you'll encounter in your travels through the universe. Copies of the destruct 
orders for your house and the planet Earth remind you why you're out there in the 
first place. You're given a piece of fluff and a microscopic space fleet, as well 
as the Megadodo Publications sales brochure for the latest model of the Hitchhiker's 
Guide. And in case things get out of hand, there's a Don't Panic button. 

So find yourself a cup of good English tea. And you'll have to bring your own 
towel, an item as necessary to intergalactic hitchhiking as the Electronic Thumb. 
Then settle back for a ride around the galaxy. 

What is the object of the game? According to Steve Meretzky: "Stay alive. 
Don't panic. And have a good time." 

The Hitchhiker's Guide to the Galaxy is the funniest title yet released from 
a company known for its wit and humor. It is also the first Infocom product to 
be adapted directly from another medium, with Adams using Meretzky's expertise 
as well as his own knowledge of the subject to create an interactive version of 
his novel. The game will be distributed to bookstores through Simon & Schuster, 
one of the publishers of Douglas Adams' series of science fiction comedies. 

Infocom's sophisticated development tools made it possible for the unique qualities 
of Adams' writing to be faithfully translated into a computer program. As in any 
work of literature, the personality and talent of the author are evident in each 
Infocom product. 



-more- 



The Hitchhiker's Guide to the Galaxy is geared to the Standard Level interactive 
fiction fan and will retail for $39.95 ($34.9 5 for Commodore 64, Atari and Color 
Computer). 

The new title joins Infocom's line of best-selling science fiction stories, which 
includes Suspended * 171 , Starcross* 171 and Planetfall. In Suspended , you must bring 
an endangered planet under control by acting through your crew of six robots, each 
of whom provides a different sense or capability. Starcross offers you the 
opportunity to board a gargantuan starship from the outer fringes of the galaxy. 
And in Planetfall, you explore a deserted planet in the company of a good-humored 
robot. 

Infocom products are available for the following computers: Apple II/IIe/IIc, 
Apricot, Atari 400/800/XL series, Commodore 64, Commodore Plus 4, Data General 
Desktop 10 & Book, Epson QX-10, H/P 150 <5c 110, IBM PC & AT, Macintosh, Mindset, 
Osborne, Tandy Color Computer, Tandy 1000 & 2000, Texas Instruments Professional 
& 99/4A, TRS-80 Model III, and MS DOS 2.0. 

For further information on Infocom's interactive fiction, contact Public Relations 
at (617) 492-1031. 



### 



*Copyright 1979 by Douglas Adams 
Copyright 1984 by Infocom 



inpocoiR 

Infocom, Inc., 55 Wheeler Street, Cambridge, MA 02138 
(617) 492-1031 




CONTACT Patricia Maroni 

Director of Public Relations 
(617) 492-1031 

Elizabeth Langosy 
Staff Writer 



DOUGLAS ADAMS AND STEVE MERETZKY : 
A BEST SELLING COMBINATION 



Enthusiasm for Science Fiction the Common Bond 
that Blends Talents of a Noted Author 
and a Top Designer of Interactive Fiction 



CAMBRIDGE, MA (November, 1984) The Hitchhiker f s 

Guide to the Galaxy *, Infocom's newest interactive fiction title, 
has all the key ingredients to make it a sure success among the 
huge literary audience that has enjoyed the novels of noted 
author Douglas Adams and the award-winning computer games of 
Infocom designer Steve Meretzky. 

Adams' and Meretzky's top-selling works are both science 
fiction comedies. Meretzky has always been an avid reader of 
Adams* books. Adams is a long-time fan of Infocom's interactive 
fiction. Both creative talents have a keen sense of humor. 

It's that blending of talent that paved the way for the 



more 



ADAMS & MERETZKY/2 



successful adaptation of Adams* hilarious book, The Hitchhiker*s 
Guide to the Galaxy , into a work of interactive fiction. In 
interactive fiction, a new form of entertainment refined for 
widespread software distribution by Infocom, skilled writers 
program a story into a computer. Users assume the role of the 
main character in the story, influencing the course of events by 
responding to them in the form of conversational English commands 
typed into the computer. 

John O’Leary, lnfocom*s Director of Marketing for Consumer 
Products, explains how it all came about: 

"Doug Adams had been a staunch fan of Infocom. He*d spent 
about a year exploring ideas for transforming his novel into a 
work of interactive fiction. Subsequently, he approached Infocom 
with the idea. The quality of his work fit in well with our 

high standards. From there, an agreement was reached for 
development of the product. 

"In February of this year, Doug and Steve got together to 
discuss the project. Since Steve was already familiar with 
Doug's books as well as with the writing of interactive fiction, 
he was able to advise Doug on the translation of the story from 
book to computer. Soon after that first meeting, Steve began 
programming the material into Infocom's mainframe." 

As the project moved forward, telecommunications played a key 
role. Adams and Meretzky were able to communicate between 
Cambridge, MA and Adams' home in England by means of modems 
hooked up to DEC Rainbow computers. Says Meretzky, "Doug would 



more 



ADAMS & MERETZKY/3 



write detailed 'chunks* of material and send them by modem. I'd 
transcribe the material directly onto a disk in my computer. In 
the same way, I would send Doug portions of the game as 
programming was completed. 

"In June, I traveled to Europe to work with Doug on the 
final design. I think the collaboration enhanced our individual 
creativity. Doug came up with suggestions for puzzles I never 
would have thought of on my own. I ended up exploring new ways 
to write interactive fiction based on these suggestions." 

Meretzky's skill in computer game writing and programming, 
in turn, aided Adams in experimenting further with the far- 
ranging capabilities of interactive fiction. 

Adds Meretzky, "Doug's personal style and sense of humor are 
an important part of the story. Doug actually designed and wrote 
more than half the game; the rest was a joint effort, using 
Doug's ideas and material and my computer experience. 

"Doug has a bizarre sense of humor. At one point, you must 
argue with the game. At another point, the story ignores you. 

The approach to humor is unlike that of any other Infocom 
product . " 

The individuality found in The Hitchhiker's Guide to the Galaxy 
is characteristic of Infocom's line of interactive fiction. The 
company maintains its high standard of quality, while allowing 
the unique style of the writer to be fully evident in each story. 
And because Infocom's advanced production techniques enable a 



more 



ADAMS & MERETZKY/4 



large amount of information to be formatted onto each disk. 

The Hitchhikers Guide to the Galaxy has as many words in its 
program as a short novel. 

Infocom fans can look forward to future products combining 
the company's technological expertise with the individual 
abilities of traditional fiction writers. 



* 



Copyright 1979 by Douglas Adams 
Copyright 1984 by Infocom, Inc. 



inFoconv 

Infocom, Inc., 55 Wheeler Street, Cambridge, MA 02138 
(617)492-1031 




CONTACT : Patricia Maroni 

Director of Public Relations 
(617) 492-1031 

INFOCOM f S INTERACTIVE FICTION 
LATEST STOP ON ADAMS' HILARIOUS TOUR OF THE GALAXY 

Fans of The Hitchhiker's Guide To The Galaxy * have had the 
opportunity to enjoy Douglas Adams' science fiction comedy in a 
variety of mediums. The story has appeared on radio, television 
and stage, and in book and record form. 

Now, owners of all popular brands of computers can actually 
become a part of Hitchhiker's Guide , with the interactive fiction 
version from Infocom. 

The Hitchhiker's Guide To The Galaxy was authored by Adams 

and Steve Meretzky, award-winning designer of the company's 

TM TM 

popular Planetf al 1 and Sorcerer . The hilarious science 

fiction game is aimed at the Standard Level player and carries a 
suggested retail price of $39.95 ($34.95 for Atari, Commodore 64 
and Color Computer) . 



more 



HITCHHIKER/2 



The interactive program is the latest (and, in ways, the 
rewarding) incarnation of the story which already has spawned a 
radio series, a television program, a stage show, a four-volume 
"trilogy", two records, a film that is yet to be released and 
countless fans both here and abroad, it is the interaction which 
makes the computer version so successful. 

In Infocom f s Hitchhiker's Guide , you roam the universe in 
the role of Arthur Dent, sharing a variety of misadventures with 
Betelguesan hitchhiker Ford Prefect, President of the Imperial 
Galactic Government Zaphod Beeblebrox, Beeblebrox's girlfriend 
Trillian, and Marvin, the paranoid android. 

The idea of Hitchhiker's Guide occurred to Adams one starry 
night in Austria while he was on a break from England's Cambridge 
University. After graduation, he worked on a script for the 
story. It was aired by the BBC in 1978 and quickly gathered an 
enthusiastic following. The novelized version shot to the top of 
the London SUNDAY TIMES and so far has sold more than two million 
copies in England alone. 

When Adams first came to the United States in 1980, he 
visited a science fiction convention in Boston and was astounded 
to find a small knot of fans wearing towels and quoting from 
Hitchhiker's Guide. 



more 



HITCHHIKER/3 



Shortly thereafter, the appearance of the book and its 
elevation to a college cult object here led National Public Radio 
to air the radio show, PBS-TV to broadcast the television 
version, and several retailers to report a run on towels. 

That was only the beginning. Today, the names of Douglas 
Adams and Arthur Dent are equally renowned on high school and 
college campuses. The Hitchhiker's books are steady sellers, and 
Infocom promises to have one of the most successful interactive 
games ever. 

# # # 



* Copyright 1979 by Douglas Adams. 
Copyright 1984 by Infocom, Inc. 



inpocom 

Infocom, Inc., 55 Wheeler Street, Cambridge, MA 02138 
(617)492-1031 

News Release 

CONTACT : Patricia Maroni 

Director of Public Relations 
(617) 492-1031 

Katherine Calamaras 
(212) 398-0820 

SIMON & SCHUSTER ELECTRONIC PUBLISHING GROUP TO DISTRIBUTE 
THE HITCHHIKER'S GUIDE TO THE GALAXY* TO BOOKSTORES 

CAMBRIDGE, MA, (November, 1984) — Simon & Schuster Electronic 

Publishing Group and Infocom, Inc., a leader in creative software 

development, announced that Simon & Schuster will serve as the 

book store distributor for Infocom's latest release. The 

Hitchhiker's Guide To The Galaxy . 

The Hitchhiker's Guide To The Galaxy was developed through 

the combined efforts of Douglas Adams, author of the novel by the 

same name, and Steve Meretzky, award-winning designer of Infocom's 
TM TM 

Planetfal 1 and Sorcerer . The program is the latest release in 

a series of interactive fiction programs from Infocom, and their 
first program to be adapted from another medium. 

"We feel this program will have great appeal in the book 
store environment," said Alvin B. Reuben, Executive Vice President 
of Simon & Schuster's Electronic Publishing Group. "Because the 
software program is based upon a best-selling novel, it will be a 
natural for book store sales," he said. 

"We're very pleased to have Simon & Schuster distributing 



more 



Simon & Schuster/2 



this program for us," said Joel Berez, President of Infocom. "The 
Electronic Publishing Group really understands how to sell 
software to book stores." 

Simon & Schuster's Electronic Publishing Group was formed in 
1983 to develop, market and distribute computer software and books 
to computer specialty, consumer electronics, mass merchandiser, 
book, toy and video outlets nationwide. The Electronic Publishing 
Group is a division of Simon & Schuster, Inc., a member of the 
Entertainment & Communications Group of Gulf + Western, Inc. 

The Hitchhiker's Guide To The Galaxy will also be distributed 
by computer specialty software stores and all major national 
software distributors. It carries a suggested retail price of 
$39.95. The software is available for all brands of popular 
microcomputers (suggested retail price for Atari, Commodore 64 and 
Color Computer is $34.95). 

# # # 



Copyright 1979 by Douglas Adams 
Copyright 1984 by Infocom, Inc. 



STEVE MERETZKY: AN AWARD-WINNING 



MEMBER OF INFOCOM 'S DEVELOPMENT TEAM 

CAMBRIDGE, MA (November, 1984) — The September-October 

1983 issue of SOFTLINE featured a unique cover: three paragraphs 

from Infocom's interactive fiction game Planetf al 1 . 

The paragraphs described a particularly sensitive part of 
the story and ended with the reviewer’s comment that "Your friend 
is gone and you're alone . . . You don't feel like that very 
often. Maybe after you read 'Charlotte's Web' . . . Maybe when 
they shot Bambi's mother . . . But this scene is from a computer 
game. A game!" 

Steve Meretzky, the author of Planetf al 1 , is accustomed to 
such praise. Since Planetfal l's release in September 1983, it 
has been highly acclaimed as a product both humorous and humane, 
winning numerous awards for both the game and the designer. 

Meretzky's second infocom release. Sorcerer , prompted a 
leading magazine reviewer to comment, "Keep it up, Steve, and 
we'll be looking for you to precipitate a Pulitzer Prize for 
interactive fiction adventures." 

Interactive fiction is a new genre of literature that was 
redefined for widespread software distribution by Infocom. 
Sophisticated programming techniques allow Infocom users to 



more 



MERETZKY/2 



influence the course of a story by communication with their 
computers in complex, conversational English. 

Writing interactive fiction was evidently a good career 
change for Meretzky, who earned a degree in Construction Project 
Management from M.I.T. After graduation, he took three 
successive jobs in the field. None of them provided the 
satisfaction he'd anticipated. 

In mid-1981, he was out of work and spending a lot of time 
around the apartment he shared with Michael Dornbrook, now 
Infocom's Product Manager for Entertainment Software. At the 
time, Dornbrook was testing Zork R I and Zork II for Infocom. 

Meretzky began to play the games, reporting bugs when he 
found them. He did such a good job that when Dornbrook left the 
area to attend business school and Infocom's Marc Blank needed 
someone to test Deadline , he thought of Meretzky. 

By June 1982, Steve Meretzky was working half-time as a game 
tester at infocom. He began to work on Planetf al 1 , spending less 
time testing and more time writing. In October 1982, he signed 
on full-time as an Infocom game writer. 

Planetf al l has been cited as "Best Adventure Game of *83" by 
INFOWORLD and "Best All-Text Game of the Year" by COMPUTER GAMES 
magazine. It was chosed as one of the 10 most popular programs 
of 1983 by a national magazine reader's poll and deemed "a text 
game extraordinaire" by VIDEO REVIEW magazine, who gave Meretzky 
a ViRA award for "Best Software Designer of 1983." 

At the 1984 Summer Consumer Electronics Show (CES) , 



more 



MERETZKY/3 



Planetf al 1 was voted one of the most original software programs 
for 1983-84. The CES Software Showcase experts cited Meretzky 
for "innovativeness of concept, technical superiority, and 
product uniqueness." 

Reviewers find the same qualities evident in Sorcerer , 
released in March 1984. Fifth in Infocom's fantasy series, 
Sorcerer provides the player with magic spells which are put to 
use in the search for a missing necromancer. The search leads 
through a variety of fantastic locations, from a honky-tonk 
amusement park to the labyrinthian passages of a glass palace. 

Meretzky's most recent project is an interactive fiction 
version of The Hitchhikers Guide to the Galaxy *, written in 
collaboration with Douglas Adams, author of the best-selling 
novel. The Hitchhiker's Guide , a hilarious journey through the 
universe in the company of a motley troupe of Earthlings, aliens 
and robots, will be released this month. 

# # # 



♦copyright 1979 by Douglas Adams 
copyright 1984 by Infocom, Inc. 



DOUGLAS ADAMS 



Unlike the pound or Watney's Ale, British humor travels the 
Atlantic well. American audiences have long been fans of the 
English comic muses from Henry Fielding to Monty Python. Latest 
in this long parade of writers to reach the Colonies is Douglas 
Adams, whose fourth volume in the "Hitchhiker Trilogy" will soon 
reach bookstores, to the delight of his countless fans. 

The son of a post graduate theology student and a nurse, 
Douglas Noel Adams was born in Cambridge, England, in 1952. He 
was schooled at Brentwood in Essex, then entered Cambridge 
College in 1970. Cambridge during the '70's was a fertile bed of 
comic genius that spawned such stars as Dudley Moore, John 
Cleese, Peter Cook and Graham Chapman. 

Adam’s antic notions fit the school's extracurricular style, 
and he soon joined The Footlights Club, famous for its comic and 
satirical productions. He began collaborating with many of the 
writers who would later create The Monty Python Show and Not 
The Nine O'clock News . 

It was on a semester break at Cambridge that the idea for 
his first major effort came to him. He had been travelling 
around the Continent, using The Hitchhiker's Gi de To Europe as a 
reference. It was a starry night in Innsbru k and Adams lay on 
his back, slightly drunk, contemplating the .niverse. The 



more 



Adams/2 



thought came to him that someone should write THE HITCHHIKER’S 
GUIDE TO THE GALAXY, combining the Gee-Whiz! fun of science 
fiction with timely social satire. It took six years for the 
idea to come to fruition, but it has provided his passport to 
considerable fame and a modest fortune. 

Graduating Cambridge in 1974, Adams "went up" to London and 
tried his hand at TV writing, penning a number of episodes for 
the Dr. Who series, which was aired in this country on PBS. Two 
years later, he was broke and accepted a job as bodyguard for a 
royal Arabian family. His job, he says, was to stand outside the 
door, bow occasionally, and run if anyone showed up with a hand 
grenade. 

During his off-hours, he began writing HITCHHIKER’S GUIDE. 

His Innsbruck fantasy first took form as a radio serial, which he 
sold to the BBC. The show began to build a cult following -- 
people who it seemed, couldn’t wait to start their own adventures 
travelling around the galaxy. 

The series became so popular in Britain, that it was aired four 
times, and ultimately spawned four books, a television 
series, two records, a stage show and an interactive fiction 
computer game. 

Americans discovered HITCHHIKER'S GUIDE during the 1980's, 
and the radio version has been broadcast several times on 
National Public Radio, PBS-TV has aired the television version, 
and the books have sold in the hundreds of thousands. 

Now that the book has been optioned for a film, Adams has 
become a modern version of Renaissance Man, though his view of 



more 



Adams/3 



man’s foibles places him somewhere between Swift and Dickens. 

In addition to HITCHHIKER’S GUIDE, Adams has now completed 
three more volumes in the "trilogy:" THE RESTAURANT AT THE END 
OF THE UNIVERSE; LIFE, THE UNIVERSE AND EVERYTHING; and, SO LONG, 
AND THANKS FOR ALL THE FISH. 

He recently co-authored a book with British satirist John 
Lloyd called The Meaning of Liff (sic). It's a small dictionary 
of place names adapted to describe situations and experiences 
which have other name designation. Thus, "Epping" describes the 
little futile finger movements you use to get a barman’s 
attention, and "Kalami" is the ancient Eastern art of being able 
to fold road maps properly. 

After seven months in Los Angeles, working on the screenplay 
for HITCHHIKER'S GUIDE, Adams has given up on America and now 
resides once more in England, where he practices the first rule 
of galactic hitchhiking: "Don't Panic." 

# # # 



IN033 



INFOCOM'S INTERACTIVE FICTION 



AN INTELLIGENT PRODUCT 
CREATED THROUGH ADVANCED TECHNOLOGY 



You wake up. The room is spinning very gently round your head. Or at 
least it would be if you could see it which you can't. 

It is pitch black. 

These are the first lines of a story, in which you are the main 
character. You're eager to read on and learn what happens next. But 
the following line contains only a prompt. It's up to you to decide 
what comes next. You're reading a work of interactive fiction. 

Interactive fiction is a new form of entertainment software in 
which a short novel is programmed onto a computer disk. The result is 
a sophisticated "game", wherein the player determines the course of 
the plot through English-language commands typed into the computer. 

>TURN ON THE LIGHT 

Good start to the day. Pity it's going to be the worst one of your 
life. The light is now on. 



- 2 - 






Infocom, Inc., founded in 1979, is the leading developer and 
manufacturer of interactive fiction. Infocom titles are presently 
available in four genres: Mystery, Fantasy, Science Fiction, and 

Tales of Adventure. The examples of interactive fiction contained in 
this article are from The Hitchhiker's Guide to the Galaxy * , the 
latest entry in Infocom's science fiction series. In The Hitchhiker 1 s 
Guide to the Galaxy , you take the role of Arthur Dent, a man who wakes 
up one morning at his home in England's West Country to find that not 
just his house, but the entire planet, is scheduled for demolition. 

Bedroom , in the bed. 

The bedroom is a mess. 

It is a small bedroom with a faded carpet and old wallpaper. 

There is a washbasin , a chair with a tatty dressing gown slung over 
it, and a window with the curtains drawn. Near the exit leading south 
is a phone. 

There is a flathead screwdriver here, (outside the bed) 

There is a toothbrush here, (outside the bed) 

What happens next? Do you get out of bed? Look out the window? Put 
on the dressing gown? Whatever you do, it had better be quick. 

There's not much time left before the planet is demolished, and you 
find yourself, if you're lucky, on a Vogon Constructor ship, 
accompanied by your friend Ford Prefect. 



t ■ 



- 3 - 



An announcement is coming over the ship's intercom . "This is the 
Captain . My instruments show that we've picked up a couple of 
hitchhikers . I hate freeloaders , and when my guards find you I'll 
have you thrown into space. On second thought , maybe I'll read you 
some of my poetry first. Repeating. .. " 

>WAKE FORD 

Rather like trying to wake the dead. 

Guards burst in and grab you and Ford , who comes slowly awake . They 
drag you down the corridor to a large cabin , where they strap you into 
large, menacing chairs... 

Captain's Quarters, in the poetry appreciation chair 

This is the cabin of the Vogon Captain. You and Ford are strapped 

into poetry appreciation chairs. 

The Captain is indescribably hideous, indescribably b lubber y, and 
indescribably mid-to-dark green. He is holding samples of his 
favorite poetry. 

>STAND UP 

You're strapped in, remember? 

"If he's going to read us his poetry," mutters Ford, sweating 
profusely, "just pray he softens us up with some cudgels first..." 

A 



- 4 - 



"Hello, hitchhikers! " begins the Vogon Captain. "I've decided to 
read you a verse of my poetry!" 

>CAPTAIN, DON'T READ THE POETRY! 

One of the guards lightly bashes your skull with the butt of his 
weapon. "This is a poetry appreciation session, prisoner. No talking!" 

>GUARDS, LET ME GO 

I don’t know the word "let". 

"Oh f reddled gruntbuggly, thy nacturations are to me!" 

>D0N'T LISTEN 

You have no choice. Why not relax and enjoy it? 

"As plurdled gabbleblotchits on a lurgid bee." 

>RELAX 

A brave, Zen-like effort. It fails. 

It is of course well known that careless talk costs lives, but the 
full scale of the problem is not always appreciated. For instance, at 
the exact moment you said "guards, let me go" a freak wormhole opened 
in the fabric of the space-time contiuum and carried your words far 



- 5 - 



far back in time across almost infinite reaches of space to a distant 
galaxy where strange and warlike beings were poised on the brink of 
frightful interstellar battle. 

The two opposing leaders were meeting for the last time. A dreadful 
silence fell across the conference table as the commander of the 
Vl'Hurgs , resplendent in his black jewelled battle shorts , gazed 
levelly at the G'Gugvunt leader squatting opposite him in a cloud of 
green , sweet-smelling steam . As a million sleek and horribly 
beweaponed star cruisers poised to unleash electric death at his 
single word of command , the VI 'Hurg challenged his vile enemy to take 
back what it had said about his mother. 

The creature stirred in its sickly broiling vapour , and at that very 
moment the words " guards , let me go" drifted across the conference 
table. Unfortunately , in the Vl'hurg tongue this was the most 
dreadful insult imaginable , and there was nothing for it but to wage 
terrible war for centuries . Eventually the error was detected, but 
over two hundred and fifty thousand worlds, their peoples and cultures 
perished in the holocaust. 

You have destroyed most of a small galaxy. Please pick your words 
with greater care. 

"Groop I implore thee, my foonting turlingdromes ." 




> ENJOY THE POETRY 



You realize that , although the Vogon poetry is indeed astoundingly 
bad, worse things happen at sea, and in fact, at school. With an 
effort for which Hercules himself would have patted you on the back, 
you grit your teeth and enjoy the stuff. 

"And hooptitiously dr angle me with crinkly bindlewurdles, or I will 
rend thee in the gobberwarts with my blurglecruncheon , see if I won't!" 



Infocom's Interactive Fiction 

The success of Infocom and the continued popularity of Infocom 
titles are due to a number of features which set Infocom's interactive 
fiction apart from "adventure games". 

Interactive fiction by Infocom is characterized by all text, 
rather than graphic illustrations with a few words underneath. 

Current computer graphics at their best are still rudimentary, 
providing players with a minimal amount of detailed information. And 
because graphics take up most of the computer screen (and disk), there 
is little room left for detailed text descriptions. 

Infocom stories provide rich, detailed descriptions of characters 
and locations. The player's imagination can "see" far more than a computer 
graphic could provide. 



-7- 



This is the lair of the Ravenous Bugblatter Beast of Traal . 

There are exits east and southwest . 

The Ravenous Bugblatter Beast of Traal is here, looking particularly 
nasty and hungry. 

The Beast whips its evil-smelling tail away from your nose and bellows 
a brain-shattering roar. By suddenly popping out of nowhere you have 
disturbed its train of thought. However, since its train of thought 
was the usual one, and in fact the only one it knows, which goes like 
this " hungry . . . hungry . . . hungry . . . hungry . . . bad-tempered . . . hungry ... ", 
it soon starts to chug along again. 

You notice the Beast's Lasero-Zap eyes, its Swivel Shear Teeth, and 
its several dozen tungsten carbide Vast-Pain claws, forged in the sun 
furnaces of Zangrijad. It has skin like a motorway and breath like a 
747. It advances on you and roars out a demand that you say your name. 

Infocom stories allow you to communicate with the computer in 
conversational English sentences. Most competitive games require the 
use of two-word, verb-noun commands, such as >GIVE SANDWICH. This can 
be frustrating to the player, who must interact with a complex world 
in a simplistic way. Infocom's advanced technology allows you to 
type >GI VE THE BEAST THE CHEESE SANDWICH THEN GO WEST and have the 
computer understand exactly what you mean. 




Infocom game developers are skilled writers who create intricate. 



enjoyable stories. As in any work of fiction, each product reflects 
the author's literary style. 

Infocom's Development Techniques 

An Infocom title begins with a short synopsis. Following input 
on the synopsis by other members of Infocom's development team, the 
author begins programming the actual story into a DEC mainframe 
computer, using Infocom's sophisticated proprietary programming 
language. During programming, the story is expanded to its full 
length. 

Once the story has been programmed onto the mainframe, it is 
ready for testing. Infocom's team of in-house testers approach the 
product as players rather than as developers. They suggest new plot 
twists and character motivations and report "bugs" to the writer, who 
makes appropriate changes in the program. Infocom testers spend more 
than 2000 hours "playing" each product. 

One of the features of the Heart of Gold, a spaceship upon which 
Arthur Dent spends much of his time, is the Nutrimat, a nutrition-dispensing 
machine. Testers felt there should be more of an indication as to how to 
use the machine. So, the following passage, programmed to appear 
randomly, was added to the story: Zaphod Beeblebrox walks in and presses 
the touch-sensitive pad. The Nutrimat produces a huge , ice-cold Pan-Galactic 
Gargle Blaster. 



-9- 



When the program has passed Infocom's in-house standards, it is 
sent to up to twenty outside testers, whose comments invariably 
improve the product further. The program is still later sent to an 
additional dozen testers, located in various U.S. cities. This long 
process of review and alteration is part of the quality control 
Infocom applies to each product, each step of the way. 

Infocom's Technological Advantage 

Infocom's advanced technology makes possible an advanced product. 
Foremost in this is the sophisticated parser used in each Infocom 
title. 

The parser is the internal computer code that separates the words 
in a player's command into grammatical components. Less sophisticated 
parsers understand only verbs and nouns, and games that use this type 
of parser do not understand commands outside a simple two-word, 
verb-noun format. This restriction severely limits the ease of play 
and the realism of the game. 

Infocom's advanced parser recognizes nouns, verbs, prepositions, 
adjectives and adverbs. It "understands" that some objects can be 
opened, or eaten, or moved, or carried, and some can't. It "knows" 
that a pin is short and sharp, and a crowbar is long and heavy. It 
"understands" that a character may carry 7 small objects, or 3 large 




objects, or 1 large and 3 small objects. It "knows" that a pond can 



be crossed in a boat, that a boat is made of wood, that wood burns, 
that fire smokes, that smoke can be seen and smelled. It recognizes 
the difference between putting a cup of tea j_n a desk, or oji it, or 
behind it, or under it. 

Infocom employs the most advanced parser used in any entertainment 
product. This allows each Infocom author to use a large and varied 
vocabulary consistent with his own personal style. 

The advanced compression techniques developed by Infocom enable more 
of the writer's words to fit on the disk. There is room for extensive 
descriptions of character and location. 

Infocom's technology also makes possible the production of 
stories of identical content for twenty-three different personal 
computers. Other entertainment software manufacturers program each 
game in specific computer versions. Consequently, the games differ 
slightly from one computer to another, and the length of time required 
to translate each game for each computer confines these companies to a 
limited number of products. 

Infocom, on the other hand, has developed its own language 
interpreter program, enabling the company's software engineers to make 
each personal computer capable of interpreting Infocom's proprietary 
binary code. This interpreter is an integral part of the disk. The 
computer reads the high-level code and interprets the game in its own 



- 11 - 



r'' 

language. Because the same interpreter can be used for each game 
manufactured for a given computer, the conversion process requires far 
less time. 

The competitive factor 

Infocom's definition of interactive fiction: high-quality 

stories, written with humor, intelligence and sophistication; 
developed and produced using advanced techniques unparalleled in the 
industry; marked by the "reader's" own imagination instead of 
prescribed graphics. 

Fantasy titles include the classic Zork® trilogy. Enchanter ™, and 

— 

Sorcerer™. The Tales of Adventure series includes Infidel ™, Seastalker ™ 
and Cutthroats ™. The Hitchhiker's Guide to the Galaxy joins Starcross ™, 
Suspended ™, and Planetf al 1 ™ to round out Infocom's Science Fiction line. 
In the Mystery genre, look for Deadl i ne ™. The Witness ™ and Suspect ™. 



# # # 



* Copyright 1979 by Douglas Adams 
Copyright 1984 by Infocom, Inc. 



GLOSSARY 



A PLAYER'S GUIDE 
TO 

THE HITCHHIKER'S GUIDE TO THE GALAXY 



ARTHUR DENT 

Arthur Dent is one of the last two surviving Earthlings . • 



BABEL FISH 

A mind-boggl ingly improbable creature. A babel-fish, when 
placed in one's ear, allows one to understand any language. 



EARTH 

Mostly harmless. 



FLUFF 

Fluff is interesting stuff: a deadly poison on Bodega 
Minor, the diet staple of Frazelon V, the unit of currency 
on the moons of the Blurfoid system, and the major crop of 
the laundry supplies planet, Blastus III. 



FORD PREFECT 

Ford Prefect is a roving researcher for The Hitchhiker's 
Guide to the Galaxy. 



GENUINE PEOPLE PERSONALITIES 

Genuine People Personalities are a misguided attempt by the 
Sirius Cybernetics Corporation to make their machines behave 
more like people. Among the more miserable failures: 
paranoid-depressive robots and over-protective computers. 



HEART OF GOLD 

"There is absolutely no such spaceship as the Heart of Gold 
and anything you've ever read in this spot to the contrary 
was just a prank." — Galactic Security Agency 



HITCHHIKER'S GUIDE TO THE GALAXY 

The Hitchhiker's Guide is a wholly remarkable product. But 
then again, you must already know that, since you bought 
one . 



more 



2 






MAGRATHEA 

According to legend, Magrathea was a planet that amassed 
incredible wealth by manufacturing other planets. 



MARVIN 

Marvin is a Sirius Cybernetics Corporation robot with the 
new Genuine People Personalities feature. 



MICROSCOPIC SPACE FLEET > 

The editor responsible for entries under this heading has 
been out to lunch for a couple of years but is expected back 
soon, at which point there will be rapid updates. Until 
then, don't panic, unless your situation is really a life or 
death one, in which case, sure, go ahead, panic. 



NUTRIMAT 

A typically unreliable Sirius Cybernetics Corporation 
product, the Nutrimat analyses the user's neural paths to 
provide the (supposedly) ideal offering. 



PERIL-SENSITIVE SUNGLASSES 

A must for the serious hitchhiker, pe r i 1 -sens i t i v e 
sunglasses darken at the first hint of danger, thus 
shielding the wearer from seeing anything alarming. 
Recommended brand: Joo Janta. 

9 

RAVENOUS BUGBLATTER BEAST OF TRAAL 

The Ravenous Bugblatter Beast of Traal is a mind-bogglingly 
stupid animal. Here is an example of how stupid it is: it 
thinks that if you can't see it, it can't see you. Its 
behavior would be quite endearing if it wasn't spoilt by 
this one thing: it is the most violently carnivorous 

creature in the galaxy. 



SIRIUS CYBERNETICS CORPORATION 

The Sirius Cybernetics Corporation incompetently produces a 
wide range of inefficient and unreliable high-tech 
machinery. However, thanks to the SCC's ruthless marketing 
division, this junk accounts for over 95% of the high-tech 
machinery sold in the galaxy. 



more 



3 



SPACE 

If you hyperventilate and then empty your lungs, you will 
last about thirty seconds in the vacuum of space. However, 
because space is so vastly hugely mind-bogg 1 ing ly big, 
getting picked up by another ship within those thirty 
seconds is almost infinitely improbable. 



THUMB 

The Electronic Sub-Etha Auto Hitching Thumb is a wonderful 
thing, but should not be mistreated. If used while a ship 
is near, you will be transported there. If no ship is in 
the vicinity, you will place a heavy strain on the Thumb's 
logic circuits, which could lead to malfunction. The Thumb 
carries the usual Sirius Cybernetics Corporation lifetime 
guarantees . 



TOWEL * 

A towel is the most useful thing (besides the Guide) a 
galactic hitchhiker can have. Its uses include travel, 
combat, communications, protection from the elements, hand- 
drying and reassurance. Towels have great symbolic value, 
with many associated points of honour. Never mock the towel 
of another, even if it has little pink and blue flowers on 
it. Never do something to somebody else's towel that you 
would not want them to do to yours. And, if you borrow the 
towel of another, you MUST return it before leaving their 
world . 



TRILLIAN 

Trillian is the other surviving Earthling. 



VOGONS 

Vogons, whose specialties are bureaucracy and planet- 
smashing, are the most unpleasant race in the galaxy. They 
wouldn't lift a finger to save their own grandmother from 
the Ravenous Bugblatter Beast of Traal. 



ZAPHOD BEEBLEBROX 

Zaphod Beeblebrox is the current President of the Galaxy. 

# # # 



GLOSSARY . INFOCOM (c ) 





Douglas Adams 







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DAY 

1 Input to G/R 

4- Yill > Approved Creative Focus t* Game to G/R 

9 Verbal Concept from G/R 

1 3 5/V Comments on Concept, to G/R 

20 $ I s" Revised Verbal Concept from G/R 
24 C/0 / Approval of Revised Concept to G/R 
24 C/Of Manual Copy to G/R 
24 Cr; j Logo from G/R 
34 6 / - Copy, layout, schedule, est. from G/R 
34 {' / C Unusual pieces from G/R for Approval 
39 ( l i / Comments on copy 6c layout to G /R 
39 d Disk label mechanical from G/R 
42 ^ .■ Revised copy & layout from G/F: 

42 v - Estimate £*. schedule from G/R 

46 * G/R inputs creative on prod, announcement 

46 C Approval of final copy & layout to G/R 



40 6 A . 



Photos 6 illustrations ordered bv G/R 



11 

12 



SR ' ■ / 4 Final input for 90-day release to G/R 



S6 1 i -T Concept, layout, heads for prod, announcement 
from G/R 

59 ?//0' Comments; on concept, layout, heads for product. 

announcement to G/R 

60 1 \H First draft, of 90-day release from G/R 



^ Vj I - P<*yz /- 



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e d . 



WEEK 






13 



14 



IS 



6 1 7// 2- comments on draft of 90-day release to G/F: 

62 . 7 /' 3 Mechanicals from G/F: 

63 7 / / 4 Final copy of 90-day release from G/R 

G4 7 / '7 First draft of prod, announcement copy from G/F, 
65 ?//£ Approved mechanicals to G/R 

6 5 7 / i? Hint bool: & map concept from G/R 

66 7/1 ^ Comments on product announcement copy 

to G/R 

70 7/1 r Comments on hint book & map concept to G/R 

70 7/?r 90-dav release mail date 

7 1 7 7 t Revised product announcement copy from G/R 



*7 < 

! I 



7/ 3.r Comments on revised product announcement copy 
to G/F: 



16 

17 



7 6 C / C Final product announcement copy approval to G /R 

62 tjlO Product announcement mechanical for proofing 
from G/F: 



85) e/if Approved product announcement mechanical to 
G/R 



as e/ /f Hint book cover & map layout from G/R 
65 f/ /f Final hint book & map copy to- production 










t at mail house 



100 Product announcement shipped to CPS 



WEEK 



DAY 



21 



o 

is w 





103 qjit Product announcement 
105 q i \ 3 Product announcement mailed 
105 ?//3 Deliver to Research packaging 



! 10 Hmt book 6 map mechanicals to printer 



126 10 j if Final input for final release 
(revisions, updates) 



/R 






130 o? Final copy for final release from G/R 



135 (o/2< Final release mail date 



13 5 loj 25 Hint book & map at creative fulfillment 
135 *J/2 S’ On shelf 



4/24/84 

INF4- 



G/R 

Giardini/Russell Inc., 100 Galen Street, Watertown, MA 02172, 617-926-5030 



INFOCOM 

THE HITCHHIKERS GUIDE TO THE GALAXY 
PACKAGING 
CREATIVE FOCUS 



PRODUCT: 



The Hitchhiker's Guide to the Galaxy. 

PRODUCT DESCRIPTION : 

This is the fourth product in the science fiction series. R t — is th e - 
•f4r-st-time a main character, of established pender, --has-been 
Tncorpor ated -fnt-o-tbe story T4ne-«— Ar th-ur-Def^t . 



SETTING: 



Present day, in a small British town. r ^The story line.quickly 
transforms into a random trek all over ~V^~lJmVerse^ fol lowing 
destruction of earth. 



the 



■ n . j 



v OBJECTIVE : 

(Vo CT 

To -Rave-fun-emd be happy. The score ^ as - ne -^H^et-^T^^Ton- 
aeti on s - 4n - A ber^t^ryi dbipa (This should not be revealed to 
player, however). 



n/ojA j-‘A>uves,s 
J. . .. ... J 



to 






ymtr 
the Hi \ t 5 



3 



oaf 



TARGET AUDIENCE : . 

'777775/,, jLv“ t rkfs-i w 

Primary: flon-In£ocom pame players /"Non -Hitchhiker" readers. 







f \J •s "> 

Secondary: Infocom game players 'an^A^—iRi^cttbiker - -readers . 

/ 

/ v ^ / - 1 -i/cCc-n i ; : i '"irf /*( i 

An introduction will be included for non-Hitchhiker readers in order 
to bridge the gap. The introduction will be -eTttrer-=on-44^-er printed. 



TONE: 



Tongue-in-cheek. Dry, sophisticated British humor. (Monty Python). 



A Member of the American Association of Advertising Agencies 



Creative Focus 
Page 2 
4/24/84 

UNIQUE CHARACTERISTICS : 

1. Based on the book by British author Douglas Adams 4ex44o«tyL^EytbofH^e)- 
"The Hichhiker's Guide to the Galaxy." Over six million copies of 

the three-book series have been sold. 

K'O. xkl V\A ^ ° ^ \ 

2. Score is not directly related to within the story. 

3. No real goals/objectives - uncharted, unpredictable trek through 
the galaxy. 

EXECUTIONAL GUIDELINES : 

1. New package design which will be determined on May 1. 

2. Cover graphic must be consistent with graphics of the the series 
of book covers, but it does not have to replicate it. 

3. Cover graphic must include "Don't Panic" warning. 

4. Title must be exactly that of the book. 

5. Must include picture of planet with tongue sticking out. 

6. Author's name will not appear on the package. 

A 

7. Package reorder unit cost must be less than $2.50 per 50M. 

INTERNAL ELEMENTS : 

1. Destruct order for Author Dent's house. { h-x *4 i 

2. Destruct order for planet earth. ■ 

3. Peril-sensitive sun glasses (cost sensitive). 

4. (Microscopic Space Fleet) - listed internal elements or actually 
included. 

5. Towel - strongly recommended (cost sensitive). 

6. Manual . 1 

7. No tea (in listing of internal elements). 

BUDGET : 

$60M. - G/R creative costs through mechanical stage. 

PRODUCTION QUANTITY : 

50, 75, 100M. ___ __ 

TIMETABLE : 

On-shelf date of November 1. 



G/R Conference Report 

Giardini /Russell Inc., 100 Galen Street, Watertown, MA 02172, 617-926-5030 



Client: 
Report by: 
Place: 
Present for client: 

Present for agency: 



Infocom 

Harle 

Infocom 

Mike D./Marc B./John P./ 
Steve M. 

Harle/Michael B. /David/ 
Katie 



Date: 

Conference Date: 
Client copies to: 



5/10/84 

5/8/84 

Mike/Marc/ John/Steve/ 
Joel 



Agency copies to: Allan H. /David H. /Deborah C ./ 

Eric N. /Harle P. /Katie B./ 
Michael B. /Nancy G./Sharlene 



Attention 



4 . 

Client/Agency met to discuss the following: 



Eric/David 



1. Cutthroats (INFP3-1063) 

Client presented their comments on first draft copy and 
layout which was presented last week. 

A. Shipwreck Book - The island should be much smaller. 

It takes 12 hours to get to any of the shipwrecks and 
only five minutes to get from one end of the island to 
the other. Layout should be revised to show the island 
in an inset at the lower left corner of the map. Copy is 
fine as is with minor changes (as noted). 



David 



B. Price List - Delete reference to the bridge on the 
front cover. New price list (provided by client) should 
replace the old one. Tide chart can remain as is on 
back cover. 



David 



C. Manual - Make minor copy changes as noted on specific 
pages . 

Next Steps: Revisions will be made and presented to client 

on Tuesday, 5/15. Client needs mock-up of all materials 
(manual, price list, shipwreck book and map) by Tuesday 
to send out with beta test copies of program. 

2. Hitchhikers Guide ( I NFP4- 1064 ) 

Agency presented verbal concept of package. Client will 
be giving agency comments on verbal concept on Friday, 

5/11. In the meantime. Agency will investigate the costs 
for plastic glasses which may be included in package. 

*Note: The game itself ends on page 135 in the book. 

Next Steps: Client to provide comments on verbal concept 

Friday, 5/11. 



G/R Conference Report 

Giardini /Russell Inc., 100 Galen Street, Watertown, MA 02172, 617-926-5030 



Client: Info com 

Report by: 

Place: 

Present for client: 

Present for agency: 



Date: 5/10/84 
Conference Date: Page Two 
Client copies to: 

Agency copies to: 



Attention 



3. Sampler Blister Pack 



Client informed Agency that there will jiot be a 
manual in the package. Client will be designing a 
special reference card instead. The back of the 
package should describe the product. 












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Infocom, Inc , 55 Wheeler Street. Cambridge, MA 02138 
(617)492-1031 



HIFOCOm 




Hitchhiker's Guide to the Galaxy 



Comments on Verbal Concept: 



1. Inside front cover of package will be an excerpt from The Hitchhiker’s 
Guide to The Galax y [hereafter HGG], possibly regarding the guide itself. 
We will provide you with this copy. 

O'//? 

2. Browsing manual in front should be in guise of a sales brochure or 
operating guide for the HGG , not for the Heart of Gold. 



3. Bestruct order for Earth should be in an "invented" (nonexistent) 
alphabet, not in English. However, the seals should look identical on 
both destruct orders, and in fact line for line and word for word they 
look the same. The blanks are in the same space, the typeface size is 
the same, etc. (see attached). 



4. Other internal elements: 

a) Drop the "man’s pocket" theme 

b) Drop the paper airplane idea 

c) Note that ambiguous material is fluff , not lint 



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G/R Copy 




Giardini /Russell Inc., 100 Galen Street, Watertown, MA 02172, 617-926-5030 



(front cover). 

Don't panic! 

(THE HITCHHIKER'S GUIDE TO THE GALAXY logo) 

(INFOCOM™ logo) 

INTERACTIVE FICTION 
SCIENCE FICTION 
STANDARD LEVEL 

(spine) 

(THE HITCHHIKER'S GUIDE TO THE GALAXY logo) 

(INFOCOM™ logo) 

(back cover) 

(caption) 

Tossed with acrobatic precision Into this and every HITCHHIKER'S package: 
your HITCHHIKER'S disk, Don't Pa 



Client: Infocon • 

Title: HITCHHIKER'S Outside Package 



Date: 6/14/84 

Number: INFP3-1064 




l>t. t'ycUn.Jtd ' “TSP 




G/R 



Date: 6/14/84 

Number: INFM-MM 
Page: ^ 



(back cover copy) — — 

Beyond question the most mind-bogalinqly hilarious story Infocoro has ever 



of the phenomenal best-sell ino novel. In the nerson of Arthur Dent, you'll 

chortle as your home is bulldozed. You'll bellow when your planet is 

demolished. You'll yelp with laughter while your life is being threatened 

by the Ravenous Buablatter Beast of Traal. And ycur sides will positively 

split as you search the length and breadth of the Universe for a decent 

cup of tea, or whatever it is you're supposed to be lookina for. So grab 
of* 

a frog o f p eanuts and a couple for the road and join Ford Prefect, Trillian, 
Zaphod Beeblebrox and Marvin on a cosmic jaunt into the outer reaches. And 
don't forget your towel! 

(Subhead) 

Get inside a story. Get one from Infocom! 

(Copy) 

It's like waking up inside a story! Load Infocom'* Interactive fiction 
into your computer and discover yourself at the center of a world jam-packed 
with surprising twists, unique characters and original, logical, often 
hilarious puzzles. 




is THE HITCHHIKER'S GUIDE TO THE GALAXY, by Douglas Adams, author 



Date: 6/14/84 

Number: INFP3-1064 

Page: 3 

For the first time, you're more than a passive reader. You can talk to 

4 

the story, typing in full English sentences. And the story talks right 
back, communicating entirely in vividly descriptive prose. What's more, 
you can actually shape the story's course of events through your choice 
of actions. And you have hundreds of alternatives at every step. In 
fact, there's so much you can see and do, your adventure can last for 
weeks and even months. 

To find the Infocom interactive story that's right for you, just choose 
any one marked with the level of difficulty listed below that best matches 
your current level of interactive skill. 

Junior: ((bold)) Best introduction to interactive fiction. Written for 
everyone from age 9 up. 

Standard: ((6old)) Good introductory level for adults. This is Infocom's 
most popular level of interactive fiction. 

Advanced: ((bold)) A greater level of challenge. Recommended for those 
who've already experienced Infocom's Interactive fiction. 

Expert: ((bold)) For real diehards seeking the ultimate challenge in inter- 
active fiction. 




G/R 



Date: 6/14/04 

Number: INFP3-1064 
Page: 4 



Then find out what it's like to get inside a story. Get one from Infocom, 

4 

Because with Infocoro's interactive fiction, there's room for you on every 
disk. 



(INFOCOM™ logo) 

55 Wheeler St., Cambridge, MA 02138 

For your: Apple II, Macintosh, Atari, Commodore 64, DECmate, DEC Rainbow, 
DEC RT-11, HP 150 A 110, IBM PC* * PCjr, KAYPRO II, MS-DOS 2.0*, Osborne, 

TI Professional, TI 99/4A, Tandy 2000, TRS-80 Color Computer, TRS-80 
Models I & III. 

★ 

Use the IBM PC version for your Compaq and the MS-DOS 2.0 version for your 
Wang, Mindset, Data General System 10, GRiD and many others. 

Manufactured and Printed in USA 
© 1984 Infocom, Inc. 

Warranty Information enclosed. 




G/R Copy 



^ ft 

biT^'fch 7 J I 



Giardini/Russell Inc., 100 Galen Street, Watertown, MA 02172, 617-926- 5030 



Client: 

Tide: 



Infocom 



HITCHHIKER'S Outside Package 



Date: 

Number: 



6/29/84 

INFP3-1064 



{front cover) 



Don't panic! 

(THE HITCHHIKER'S GUIDE TO THE GALAXY logo) 
(InfoconT logo) 

INTERACTIVE FICTION 
SCIENCE FICTION 
STANDARD LEVEL 




(spine) (THE HITCHHIKER'S GUIDE TO THE GALAXY logo) 
(Infocom’" logo) 



(back cover) 
(caption) 



/ 




Tossed with acrobatic precision into this and every HITCHHIKER'S 
package: your HITCHHIKER'S disk. Don't Panic! button, ^u?K^ti7 

luff, jMegadodo Publications sales brochure for the latest model of 
Hitchh iker ' s Guide , official -destruct orders for your home and 
your planet, peril -sensitive sunglasses, microscopic space fleet and 



T&Q 



no tea. 




Date: 

Number: 

Page: 



6/29/84 

INFP3-1064 

2 



■4 

(back cover copy) 

Beyond question the most mind-boggl ingly hilarious story Infocom has 

ever produced is THE HITCHHIKER'S -GUIDE TO THE GALAXY, written and 

designed by Douglas Adams, author of the phenomenal ^best-selling 

A 

novel, and Steve Meretzky, the award-winning designer of Infocom' s 
Planetfal 1 and Sorcerer . As the story begins, you are Arthur Dent, 
and a bulldozer is preparing to level your house even as an alien 
space fleet is preparing to level your planet. The incorrigible Mr. 



Adams has written new material and designed problems especially for 
this interactive story, and you'll soon be traveling the length and 
breadth of the Universe in search of a decent cup of tea— or whatever 



it is you're looking for. So grab a pint of bitter and a couple for 
the road and join Ford Prefect, Trillian, Zaphod Beeblebrox and 
Marvin on a cosmic jaunt into the outer reaches where anything can — 
and does— happen. And don't forget your towel! 



(Subhead) 

G«t inside a story. Get one from Infocom! 

<Copy) 

It's like waking up inside a story! Load Infocom's interactive 
fiction into your computer and discover yourself at the center of a 



j 



6/29/84 
I NFP 3-1064 
3 

wor^d jam-packed with surprising twists, unique characters and 
original, logical, often hilarious puzzles. 



G/R 



Date: 

Number: 

Page: 



For the first time, you're more than a passive reader. You can talk 
to the story, typing in full English sentences. And the story talks 
right, back, communicating entirely in vividly descriptive prose. 
What's more, you can actually shape the story's course of events 
through your choice of actions. And you have hundreds of 
alternatives at every step. In fact, there's so much you can see and 
do, your adventure can last for weeks and even months. 

To find the Infocom interactive story that's right for you, just 
choose any one marked with the level of difficulty listed below that 
best matches your current level of interactive skill. 



JUNIOR: Best introduction to interactive fiction. Written for 

everyone from age 9 up. 

STANDARD: Good introductory level for adults. This is Infocom's most 
popular level of interactive fiction. 

ADVANCEO: A greater level of challenge. Recommended for those who've 
already experienced Infocom's interactive fiction. 



Date: 
Number: 
Page: 

EXPERT: For real diehards seeking the ultimate challenge in 

interactive fiction. 




6/29/84 

INFP3-1064 

4 



Then find out what it's like to get inside a story. Get one from 
Infocom. Because with Infocom's interactive fiction, there's room 
for you on every disk. 

(Infocom 1 " logo) 

55 Wheeler St., Cambridge, MA 02138 



For your: Apple II, Macintosh, Atari, Commodore 84, DECmate, DEC 
Rainbow, DEC RT-11, HP 150 & 110, IBM PC* & PCjr, KAYPRO II, MS-DOS 
2.0*, Osborne, TI Professional, TI 99/4A, Tandy 2000, TRS-80 Color 
Computer, TRS-80 Models I & III. 

*Use the IBM PC version for your Compaq and the MS-DOS 2.0 version 
for your Wang, Mindset, Data General System 10, GRiD and many others. 

Manufactured and Printed in USA 
° 1984 Infocom, Inc. 

Warranty information enclosed. 

PLAn£TF%<LL SotcttW 

ZORK is a r e gistered trademarl^ 5 of Infocom, Inc. 

THt HtrHHItt#! i-umi To rye £-AL*e/ 



Beyond question the most mind-bogglingly hilarious story I nf ocom has 
ever produced is THE HITCHHIKES * S GUIDE TQ THE GALAXY, written and 
designed by Douglas Adams, author of the phenomenal best-selling novel) 
and Steve Meretzky, the award-iuinn in g designer of Infocom's 0 lanetf all 
and Sorcerer . As the story begins, you are Arthur Dent, and a bulldozer 
preparing to level your house even as an alien space fleet is preparing 
to level your planet. The incorrigible Hr. Adams has written new 
material and designed problems especially for this 
interactive story, and you'll soon be traveling the length and 
breadth of tne Universe in searcn of a decent cud of tea -- or whatever 
it is you're looking for. So grab a pint of bitter arc a couple for the 
read and join -ord Prefect, Trillian, Zaphod Seeblebrox and w a r v i n on a 
cosmic jaunt into the outer reaches where anything can -- and does — 
haooen. And don't forget your towel! 





R £ V I E w S PQ R I N S 2 0 £ - c HUCHhlKOR'S PACKAGE! 0 1 ea s e ", i v e comments* 
^ suggestions, list of favorites , list o " unf svof’itss > arc 1 ? r c e 
pieces of strawberry cheesecake * o S r a , 






r- 



"Your so •* twa^e is '"evolution. ary! 1 like that*” 

- F i d e 1 C astro » Used Car Salesman, h 3 v a n a ♦ Cuba 

"Everything I've heart is true! You r games ARC coring » overo^iced » 
and ? u/aste of time. The only thing stupider t h r this game is ry 
brother Raich." 

- S i r= k y 1 'Leery, Construction Work er , 'Brooklyn, NY 



"The disk makes * great t e e t h i n • ring and fits perfectly or the 
bottom o * a bird cage." 

-Liz Taylor, Highway Patrolman, D isc at sway « N J 



"The best game I've every clayed! But whet's 
thing with the hole in the middle?" 

-Ralph 7 'Leary , Gym Teacher, 



u e !OUe r -l " 1 ~ c k fist 
rcokiyr, NY 



"I never played it and 1 hate ell coirput-r products ! I a o n ' t 
understari why you're quoting - s ! ” 

-Ralph B ur f 1 © , Fireman, Columbus, Cm 

/■- " 1 especially like it when i t gets colorful ... on Sundays* I think. 

Oh , aren't we talking a boo- comic strips?" 

-wane Withheld by Request, President, Wsshingtdn, DC 

5,i v v 'r v v v 

"A stunning achievement in interactive fiction! funny, innovative, 

3 n d a b a r sin at twice the price!" 

-IMF New Z OP K T I M E S 

"Info com products are ... a Piece o * [greatness] ... not ... merely 
a C 3 a m e 3 . I would C b u y 3 any ... new CInfocom g a ^ e 1 . " 
r- -NATIONAL GAZETTE 

"helped sevens! staffers predict the future , get dates with ? 3 u 1 
/*■> Newman, and lose 300 peuros in less than tour days." 

-NATIONAL INQUISITOR 



”lHI t CHhIKER'$3 is the g r a a t e s t Cuiork o t interactive tic tier 1 I've 
ever Cpiayedl . T ne Cdescr ipti onsl were especially delicious!" 



-RESTAURANT GU 



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TAKE THEIR WORDS FOR IT! 

Your software is revolutionary! I like that.” 

Fidel Castro, Former Baseball Player 
Havana, Cuba 



44 



A stunning achievement in interactive fiction: funny , innovative , 
and a bargain at twice the pricer 
THE NEW ZORK TIMES 



“ Everything I’ve heard is true! Your games ARE boring, overpriced, and 
a waste of time. The only thing stupider than this game is my brother Ralph * 

Binky O’Leary, Construction Worker 
Brooklyn, New York 



‘Infocom products are ... a piece of [greatness] ...not... merely a [game]. 
I would [buy] any . . . new [Infocom game].” 

NATIONAL GAZETTE 



44 



The best game I’ve ever played! But what’s the square 
black flat thing with the hole in the middle ?” 

Ralph O’Leary, Gym Teacher 
Brooklyn, New York 






‘ Helped several staffers predict the future, get dates with Paul Newman, 
and lose 300 pounds in less than four days.” 

NATIONAL INQUISITOR 



‘ The disk makes a great teething ring and fits perfectly 
on the bottom of a bird cage.” 

Liz Taylor, Highway Patrolman 
Piscataway, New’ Jersey 



‘[HITCHHIKER’S] is the greatest [work of interactive fiction] I’ve 
ever [played]. The [descriptions] were especially delicious!” 

RESTAURANT GUIDE 



4 4 



I never played it and I hate all computer products! 
/ don 7 understand why you ’re quoting me!” 

Ralph Burfle, Fireman 
Columbus, Ohio 



“/ especially like it when it gets colorful.. . on Sundays, I think. 
Oh, aren *t we talking about comic strips ?” 

Name Withheld by Request 
Washington, D.C. 







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HOW MANY riMSS 

H AS THIS 



peril- sensitive sunglasses, microscopic space fleet and no tea. ^ 



Beyond question the most mind- 
boggiingiy hilarious story Infocom 
has ever produced is THE HITCH- 
HIKER’S GUIDE TO THE 
GALAXY, written and designed 
by Douglas Adams, author of the 
phenomenally best-selling novel, 
and Steve Meretzky, the award- 
winning designer of Infocom’s 
PLANETFALL" and SORCERER.'" 
As the story begins, you are Arthur 
Dent, and a bulldozer is preparing 
to level your house even as an 
alien space fleet is preparing to 
level your planet. The incorrigible 
Mr. Adams has written new mate- 
rial and designed problems espe- 
cially for this interactive story. So 
grab a pint of bitter and a couple 
for the road and join Ford Prefect, 
Triffian. Zaphod Beeblebrox and 
Marvin on a cosmic jaunt into the 
outer reaches where anything 
can -and does-happen. And don’t 
forget your towel! 

GET INSIDE A STORY. 

GET ONE FROM INFOCOM! 

It’s like waking up inside a stood 
Load Infocom’s interactive fiction 
into your computer and discover 



yourself at the center of a world 
jam-packed with surprising twists, 
unique characters and original, 
logical, often hilarious puzzles. 

For the first time, you’re more 
than a passive reader. You can talk 
to the story, typing in full English 
sentences. And the story talks 
right Lack, communicating entirely 
in vividly descriptive prose. What’s 
more, you can actually shape the 
story’s course of events through 
your choice of actions. And you 
have hundreds of alternatives at 
every step. In fact, there’s so 
much you can see and do, your 
adventure can last for weeks and 
*even months. 

To find the Infocom interactive 
story that’s right for you, just 
choose any one marked with the 
level of difficulty listed below that 
best matches your current level of 
interactive skill. 

Junior: Best introduction to 
interactive fiction. Written for 
everyone from age 9 up. 

Standard: Good introductory level 
for adults. This is Infocom’s most 
popular level of interactive fiction. 



Advanced: A greater level of 
challenge. Recommended for 
those who’ve already experienced 
Infocom’s interactive fiction. 
Expert: For real diehards seeking 
the ultimate challenge in 
interactive fiction. 

Then find out what it’s like to 
get inside a story. Get one from 
Infocom. Because with Infocom’s 
interactive fiction, there’s room 
for you on every disk. 

nFocom 

55 Wheeler St., Cambridge, MA 02138 

For your: H. Macintosh. Atari. Commodore 64, 

gECraatr. MFC Rainbow, DEC KT-ll, HP 150 & U0 
IBM PC* & PCjr. KAYPKO II, MS-DOS 2.0*. 
Osborn**, Tl Professional. T1 99/4A, Tandy 2000, 
TRS-80 Color Computer. TRS-80 Models 1 & 01. 

*t is** the IBM IV version (or your Compaq and 
the MS-DOS 2.0 version for vour Wan*t. Mindset, 

1 fcfta General System 10, GRiD and mam others. 

Manufactured and Printed in USA 
<t> 1084 infocom. Inc. 

Warranty information enclosed. 

Planetfatl At Sorcerer are trademarks of Infocom, Inc. 
THE HITCHHIKER’S GUIDE TO THE GALAXY is 
a trademark of I touglas Adams. 



** # 





o 





It is not such a 
mind-bogglingly 
improbable coincidence 
^that Douglas Adams, the irrepres- 
jfible author of the best-selling novel 
THE HITCHHIKER’S GUIDE TO THE 
GALAXY, would design an interactive 
"story set in the same outrageous universe 
as his books. He fell in love (well, strong “like”) 
^ with Infocom’s other interactive stories some 
time ago. He immediately saw the interactive possi- 
bilities of HITCHHIKER’S and maniacally developed outrageously crazy 
ideas. So Douglas teamed up with Infocom’s specialist in outrageously 
crazy ideas, Steve Meretzky. Together, they did extensive research 
throughout the Galaxy (in English pubs, anyway); Douglas wrote and 
designed puzzles revolving around Vogon poetry, the Bugblatter Beast of 
Traal, microscopic space fleets and, of course, tea (or lack thereof); 
and Steve transformed Douglas’s ideas into the high-quality, sophisticated 
software that is synonymous with Infocom’s interactive fiction. 

And now you’re going to take a trip you never thought possible. 

You are on the verge of becoming Arthur Dent, a simple if unworldly 
chap whose house is, unluckily, being bulldozed to make way for a by- 
pass. Not that it matters, really, since the Earth is about to be destroyed 
for somewhat similar purposes. If you survive these twin disasters, you’ll 
travel with Ford Prefect, your peculiar friend and neighbour, to the most 
unusual corners of the Galaxy. (Some of the corners are so unusual, in 
fact, that it's best not to assume the obvious — who you are, for instance.) 
So prepare to have your mind boggled, your wits tested and your concept 
of reality thrown for a loop by THE HITCHHIKER’S GUIDE TO THE 
GALAXY. And donj, forget y our tow el! 



i 



The Table of Contents for the manual is on page 11. Read it to find out 
what you need to know before you start the story. 

UJbs- or 

or- , 



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fit r>^ r 

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Date: 

Number: 



Client: Info «w 

Title: Synopsis for HITCHHIKER'S 

(copy) 

It is not such a mind-bogglingly Improbable coincidence that Doug 
Adams, the Irrepressible author of the best^sall 4 Rt-novel -A 
HITCHHIKER'S GUIDE TO T HE GALAXY^ wWld^turn his book into interactive 
C f I ct lon^yfief e 1 1 in love (well, s t rong^iT^^Uh'lnTocoRi^ s othei 





interactive stories some time ago. He immediately saw the interactive 

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ir s and designed ^ proble m s - revolving around Vogon poetry, the Bugblatter 

Beast of Traal, microscopic space fleets and, of course, tea; and 
Steve transformed Doug's ideas into the high-quality, sophisticated 
software that is synonymous with Infocom's interactive fiction. 



crazy ideas. So Doug teamed up with Infocom's specialist in outra- 
geously crazy ideas, Steve Meretzky. Together, they did extensive 

research throughout the Galaxy (in English pubs, anyway); Dougf) wrote 

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bypass. Not that It matters, really, since the Earth 1 <; fcvfcwg. tfWrV W- 
destroyed for somewhat similar purposes. A You'll travel with Ford 
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Giardini/Russell Inc., 100 Galen Street, Watertown, MA 02172, 617-926-5030 



(Front cover) 

HOW MANY TIMES HAS THIS HAPPENED TO YOU?? 

Now see the Universe the safe, sure, money-saving way with THE 
HITCHHIKER'S GUIDE TO THE GALAXY! 

(Snipe) 

As seen on TeleVideo! 

(Megadodo Publications logo) 

(Inside #1) 

Yes! The Universe can be yours on just 30 Altairian dollars per day! 
(Copy) 

BLACK HOLES. SAVAGE ALIEN WARRIOR TRIBES. Welfare planets RULED BY 
DRY-CLEANING ESTABLISHMENTS, where even the most basic of human 
necessities are provided for A DAY LATE AND WITH TOO MUCH STARCH. 
Face it, the Universe is NO PLACE TO TRY AND HAVE A GOOD TIME. 
Unless, that is, you're the PROUD OWNER of that wholly remarkable 
book. The Hitchhiker's Guide to the Galaxy ! 



Client: imuLum 

Tide: HITCHHIKER'S Browsie Manual 



Infocom 




Number: INFP3-1063 



Ditto: 6/18/84 

Number: INFP3-1064 

Page: 2 

Within the MILLION-PLUS PAGES of The Guide , which in many corners of 
the Galaxy has already supplanted the Encyclopedia Galactica as the 
STANDARD REPOSITORY OF ALL KNOWLEDGE AND WISDOM, you'll find 
EVERYTHING YOU NEED TO KNOW about the Universe, from the utmost trivia 
to the most VITAL INFORMATION pertaining to your health and well- 
being. WE UNCONDITIONALLY GUARANTEE IT WILL TEACH YOU how to survive 
and even ENJOY the Uni verse--al 1 on ONLY 30 ALTAIRIAN DOLLARS PER 
DAY!* Just take a peek at this mere sample of The Guide 1 s MILLIONS OF 
USES and, like so many other satisfied customers, you'll be convinced 
that this truly is THE MOST WHOLLY REMARKABLE BOOK you'll ever buy! 

("Millions of Uses" section) 

PLANNING A HONEYMOON? Let The Guide show you how to get the best 
rates and accommodations on exclusive vacation paradises like New 
Poconos, Planet of the Heart-Shaped Hot Tub Lakes! 

TRIVIA BUFF? The Guide has all the answers — including "42" — as well 
as most of the questions. For example: "Why is it that UFOs only 
appear to genetically inbred, methyl alcohol-addicted backwoods yahoos 
who no one ever believes anyhow?" 

CONVENTION COMING UP? The Guide knows where to find all the swankiest 




hotels, the trendiest restaurants, the swingingest nightclubs, the 



Date: 







6/18/84 



Number: INFP3-1064 

Page: 7 



friendliest escort services and the cheapest duty-free shops in which 
to buy gifts for appeasing one's family and conscience! 

NEEO HELP FAST? In a flash. The Guide can supply you with such useful 
tidbits of information as: how to tell your Aunt Clara from a 
Seven-Stomached Gorba Plant; what to do if Aunt Clara has been 
devoured by a Seven-Stomached Gorba Plant; how to perform the Heimlich 
Maneuver on a Seven-Stomached Gorba Plant and much, much more! 

(Footnote) 

*"30 Altairian Dollars Per Day" is an estimated figure and is provided 
strictly for purposes of comparison. Actual expenses may be higher. 

In fact, we're sure of it. Quite frankly, if you're not absolutely 
prepared to mortgage your every last possession and sell your loved 
ones into white slavery, you may as well stay home and camp out in 
your backyard. Just about the only time any member of our research 
staff ever got by on less than 50 Altairians per diem was on Voltar-7, 
and even then he had to share a twin bunkbed with an acrobatic troupe 
of insomniacal mildew-based life forms, and ate Plaster of Paris three 
meals a day. 

(Inside #2) 



And that' s not al 1 ! 



6/18/84 



Date: 

Number: INFP3-1064 

Page: 4 

(Copy) 

The Guide is more than a SUPER TRAVELOGUE or an INCREDIBLE ANSWER 
MACHINE— it's a LOVELY ADDITION TO ANY HOME ENTERTAINMENT CENTER that 
FITS IN PERFECTLY WITH YOUR DECOR. It comes in a wrinkle-proof, 
scratch-resistant plastic cover with THE LOOK AND FEEL OF REAL VINYL, 
handsomely inscribed with the words DON'T PANIC in large, friendly 
letters. And TALK ABOUT HANDY — The Guide has MORE OPTIONS THAN A 
CHINESE RESTAURANT! Just LOOK WHAT YOU GET 

("More Options Than A Chinese Restaurant" section) 

73-FUNCTION POCKET CALCULATOR OPTION lets you solve equations that 
have baffled mathematicians for centuries, such as how to travel 
faster than the speed of light without losing your luggage. 

CUSTOM CHRONOMETER displays year, month, day, date, hour, minute, 
second and millisecond in civilian time, military time and Happy Hour 
Time for the nearest pub in the Galaxy. 

OPTIONAL TAN-O-MATIC"’ REFERENCE TABLE tells you the exact coordinates 
of all the best beaches, the most up-to-date fashion tips on polarized 
eyewear and reflectors, the precise number of hours you can sunbathe 
before your friends have to carry you home in an urn, the appropriate 
level of sunscreen to wear in case of a supernova. 




6/18/84 
I NF P 3- 1064 
5 

OPTIONAL SIRIUS CYBERNETICS BAROMETER/AVALANCHE GAUGE/NEO-DESCARTIAN 
RELATIVE TRUTH MONITOR™ indicates temperature, barometric pressure, 
high tide, low tide, wind direction and velocity, prevailing weather 
conditions, amount of precipitation in the last 24 hours, number of 
six-ton boulders likely to fall on you in the next ten seconds and 
whether you're actually experiencing any of it or are simply being 
deceived by your imperfect senses. 

SALAD-SLASHER™ FOOD PROCESSOR ATTACHMENT slices, dices, chops and 
bludgeons even the most rubbery vegetable in seconds! 

(Burst) 

Actual size! 

(Callouts) 

E-Z Press® Buttons (standard) 

5 5/8-inch Screen (standard) 

73-function Pocket Calculator (optional)** 

Custom Chronometer Feature (optional)** 

Tan-O-Matic Reference Table (optional** 

Sirius Cybernetics Barometer/Avalanche Gauge/Neo-Descartian Relative 
Truth Monitor (optional)** 

SALAD-SLASHER Attachment (optional)** 



G/R 



Date: 

Number: 

Page: 




Date: 

Number: 

Pa^e: 



6/18/84 
I NFP3-1064 
6 



(Trademark information) 

TAN-O-MATIC, SIRIUS CYBERNETICS BAROMETER/AVALANCHE GAUGE/ 
NEO-DESCARTIAN RELATIVE TRUTH MONITOR and SALAD-SLASHER are trademarks 
of the Sirius Cybernetics Corporation. 

E-Z PRESS is a registered trademark of Intergalactic Button 
Manufacturers, Inc. 

(Footnote) 

** All optional features subject to availability and our total 
unwillingness to jerry-rig some sort of glorified Swiss Army knife for 
every gizmo-happy customer who happens to fall for this type of cheap 
swank. 

(Inside #3) 

But wait. . .there* s more! 

(Copy) 

Now for a LIMITED TIME ONLY when you RUSH your Hitchhiker* s Guide to 
the Galaxy order to Megadodo Publications, you'll also get as our 
SPECIAL GIFTS to you ENOUGH THROW-IN ITEMS TO FILL AN ATTIC! So ACT 
NOW and receive all these FABULOUS BONUSES! 



("Enough Throw-In Items To Fill An Attic!" section) 




Date: 

Number: 

Page: 



6/18/84 

INFP3-1064 

7 



FLUFF: Goes anywhere- -under the bed, behind the commode, at the bottom 
of your pocket, inside your navel! 

DESTRUCT ORDERS FOR YOUR HOME AND PLANET: Suitable for framing, and 
great gag gifts at any party! 

DON'T PANIC! BUTTON: Perfect for those times when your planet is being 
bombarded by laser beams, dead people start walking the earth and 
traces of radioactivity are discovered in your breakfast cereal! 

J00 JANTA 200 SUPER-CHROMATIC PERIL-SENSITIVE SUNGLASSES: You'll look 
cool and stay cool even as you're being swallowed whole by the 
Ravenous Bugblatter Beast of Traal!*** 

SPECTACULAR HITCHHIKER'S TOWEL OFFER: Just like the towels 
professional hitchhikers carry! 

NO TEA: Just like the tea professional hitchhikers don't carry! 

MICROSCOPIC SPACE FLEET: Just the thing for attacking microscopic 
civilizations. Fear no amoeba!**** 

( Subhead) 

How much would YOU pay now? ONE HUNDRED Altairian dollars? TWO 



HUNDRED?? THREE HUNDRED??!! 




Date: 

Number: 

Page: 



6/18/84 

INFP3-1064 

8 



(Trademark information) 

J00 JANTA 200 SUPER-CHROMATIC is a trademark of Sensory Deprivation 
Laboratories, Inc., a wholly-owned subsidiary of MegaCorp. 

(Footnotes) 

*** Not recommended for driving. 

**** Just between us, your microscopic space fleet may not be--okay, 
isn't— in its handy carrying case. We're afraid that our stockboy, 
Lafe, got rather clumsy with his tweezers. Relatives of deceased crew 
members are currently being notified. At any rate, your friends need 
never know! 

(Back cover) 

JUST $59.99!***** 

(Copy) 

That's right! RUSH YOUR ORDER NOW and receive The Hitchhiker's Guide 
to the Galaxy AND the fluff AND the destruct orders AND the Don't 
Panic! button AND the sunglasses AND the towel offer AND the space 
fleet AND no tea ALL FOR THE INCREDIBLY LOW, LOW PRICE OF JUST $59.99! 
That's less than you'd pay for the Encylcopedia Galactica ! 

To save C.O.D., handling charges and Imperial Galactic Government 
delivery service bribes, PHONE IN YOUR ORDER TODAY! 



Date: 



6/18/84 




Number: 

Page: 



INFP3-1064 

9 



(Subhead) 

Operators are standing by! 

(Copy) 

Call 1-555-55-5-55555-555-5555. That's 1-555-55-5-55555-555-5555. 
Here's that number one more time: 1-555-55-5-55555-555-5555. On Ursa 
Minor Beta, dial 1-5-555-55-55555-555-5555, ext. 5. MAKE THAT CALL 
TODAY! 

(Subhead) 

This offer NOT AVAILABLE IN ANY STORE !****** 

(Footnotes) 

***** Payable in Altairian nickels the size of wagon wheels. ****** 
Except Deluxe-O-Mat, Chain-O-Rama, Fluff King, Qwang's Drive-in 
Asteroid, Fluff Master, House of Remainders, Liquidator's 
Clearinghouse, Mister Fluff, Fluff-n-Such, Fluff Fair, Galaxy o' 

Fluff, 1-A Fluff Sales & Service, Ye Olde Fluffe Shoppe and MegaMart 
outlets throughout the Universe. 






G/R Copy 



Approved Copy 



G!il j 



job 



1 i 
L) i 



Giardini/Russell inc., 100 Galen Street, Watertown, MA 02172, 617-926-5030 



Infocom 

Client: > 

Title: HITCHHIKER'S Brows 1e Manual 



7/12/84 

Date: 

Number: I NFP 3-1064 

R2 



(Front cover) 

HOW MANY TIMES HAS THIS HAPPENED TO YOU?? 

Now see the Universe the safe, sure, money-saving way with THE 
HITCHHIKER'S GUIDE TO THE GALAXY! 

(Snipe) 

As seen on Tri-D! 

(Megadodo Publications logo) 

(Inside #1) 

Yes! The Universe can be yours for less than 30 Altairian dollars per 
day! 

(Copy) 

BLACK HOLES. SAVAGE ALIEN WARRIOR TRIBES. Welfare planets RULED BY 
DRY-CLEANING ESTABLISHMENTS, where even the most basic of human 
necessities are provided for A DAY LATE AND WITH TOO MUCH STARCH. 

Face It, the Universe is NO PLACE TO TRY AND HAVE A GOOD TIME. 



G/R 



Unless, that is, you're the PROUD OWNER of that wholly remarkable 
object. The Hitchhiker's Guide to the Galaxy ! 

Within the MILLION-PLUS PAGES of The Guide , which in many corners of 
the Galaxy has already supplanted the Encyclopedia Galactica as the 
STANDARD REPOSITORY OF ALL KNOWLEDGE AND WISDOM, you'll find 
EVERYTHING YOU NEED TO KNOW about the Universe, from the utmost trivia 
to the most VITAL INFORMATION pertaining to your health and well- 
being. WE UNCONDITIONALLY GUARANTEE IT WILL TEACH YOU how to survive 
and even ENJOY the Universe— all on ONLY 30 ALTAIRIAN DOLLARS PER 
DAY!* Just take a peek at this mere sample of The Guide 's MILLIONS OF 
USES and, like so many other satisfied customers, you'll be convinced 
that this is truly THE MOST WHOLLY REMARKABLE ITEM you'll ever buy! 

("Millions of Uses" section) 

PLANNING A HONEYMOON? Let The Guide show you how to get the best 
rates and accommodations on exclusive vacation paradises like 
Vortaqtia, planet of the Heart-Shaped Hot Tub Lakes! 

TRIVIA BUFF? The Guide has all the answers, as well as most of the 
questions. For example: What titles comprise Oolon Colluphid's 
trilogy of philosophical blockbusters? Answer: Where God Went Wrong, 
Some More of God's Greatest Mistakes and Who Is This God Person, 
Anyway? 



Date: 

Number: 

Page: 



7/12/84 
INFP 3-1064 
2 



G/R 



Date: 

Number: 

Page: 



7/12/84 



INFP3-1064 



3 



CONVENTION COMING UP? The Guide knows where to find all the swankiest 
hotels, the trendiest restaurants, the swingingest nightclubs, the 
friendliest escort services and the cheapest duty-free shops in which 
to buy gifts for appeasing one's family and conscience! 

NEEO HELP FAST? In a flash. The Guide can supply you with such useful 
tidbits of information as: how to tell your Aunt Clara from a 
Seven-Stomached Gorba Plant; what to do if Aunt Clara has been 
devoured by a Seven -Stomached Gorba Plant; how to perform the Heimlich 
Maneuver on a Seven -Stomached Gorba Plant, and much, much more! 

(Footnote) 

*"30 Altairian Dollars Per Day" is an estimated figure and is provided 
strictly for purposes of comparison. Actual expenses may be higher.** 

**In fact, we're sure of it. Quite frankly, if you're not absolutely 
prepared to lie, cheat, steal your food, pass rubber checks to 
unsuspecting hotel clerks, hoodwink customs officials, forge passports 
entitling you to diplomatic immunity, utilize bogus student and/or 
elderly identification cards to get yourself into tourist attractions 
at reduced rates, stiff everyone possible on tips and otherwise make a 
mockery of Intergalactic Law, just about the only way you're going to 
get by on 30 Altairians per diem is by staying home and camping out In 
your own backyard. 



7/12/84 
INFP3-106 
4 

(Inside #2) 

And that's not all! 



G/R 



Date: 

Number: 

Page: 



(Copy) 

The Guide is more than a SUPER TRAYELOGUE or an INCREDIBLE ANSWER 
MACHINE— it's a LOVELY ADDITION TO ANY BACKPACK OR SUITCASE that FITS 
IN PERFECTLY WITH EVERY DECOR. It comes in a wrinkle-proof, scratch- 
resistant plastic cover with THE LOOK AND FEEL OF REAL VINYL, 
handsomely inscribed with the words DON'T PANIC in large, friendly 
letters. And TALK ABOUT HANDY— The Mark IV version of The Guide has 
MORE OPTIONS THAN A 20-ARMED HRUGMUS HAS HANGNAILS! Just LOOK WHAT 
YOU CAN GET... 



("More Options Than A 20-Armed Hrugmus Has Hangnails") 73-FUNCTION 
POCKET CALCULATOR OPTION lets you solve equations ifhat have baffled 
mathematicians for eons, such as how to travel faster than the speed 
of light without losing your luggage. 

CUSTOM CHRONOMETER displays year, month, day and date, to within a 
fraction of a sluub in civilian time and military time and Happy Hour 
Time for the nearest pub in the Galaxy. 

OPTIONAL TAN-O-MATIC REFERENCE TABLE tells you the exact coordinates 
of all the best beaches, the most up-to-date fashion tips on polarized 



G/R 



eyewear and reflectors, the precise length of time you can sunbathe 
before your friends have to carry you home In an urn, and the 
appropriate level of sunscreen to wear in case of a supernova. 

OPTIONAL SIRIUS CYBERNETICS BAROMETER/NEO-DESCARTIAN RELATIVE TRUTH 
MONITOR indicates temperature, barometric pressure, high tide, low 
tide, wind direction and velocity, prevailing weather conditions, 
amount of precipitation in the last 1,000 sluubs and whether you're 
actually experiencing any of it or are simply being deceived by your 
imperfect senses. 

SALAD-SLASHER FOOD PROCESSOR/LEMON ZESTER ATTACHMENT slices, dices, 
chops and bludgeons even the most rubbery fruit or vegetable in 
seconds! 

(Burst) 

Actual size! 

(Callouts) 

E-Z Press Buttons (standard) 

5 5/8-meef Screen (standard) 

73-function Pocket Calculator (optional)*** 

Custom Chronometer Feature (optional)*** 



Date: 

Number: 

Page: 



7/12/84 

INFP3-1064 

5 



Date: 
Number: 
Page: 

Tan-O-Matic Reference Table (optional)*** 

Sirius Cybernetics Barometer/Neo-Oescartian Relative 
Truth Monitor (optional)*** 

SALAD-SLASHER Attachment (optional)*** 

(Footnote) 

*** All optional features subject to availability and our total 
unwillingness to turn a perfectly good product into some kind of 
glorified all-purpose appliance for every gizmo-happy customer who 
happens to fall for this type of cheap swank. 

(Inside #3) 

But wait... there's more! 

(Copy) 

Now for a LIMITED TIME ONLY when you RUSH your Hitchhiker's Guide to 
thejaalaxy order to Megadodo Publications, you'll also get as our 
SPECIAL 6IFT to you EN0U6H THROW-IN ITEMS TO FILL AN ATTIC! So ACT 
NOW and receive all these FABULOUS BONUSES! 

("Enough Throw-In Items To Fill An Attic!" section) 

FLUFF: Goes anywhere — under the bed, behind the commode, at the 

bottom of your pocket, inside your navel! 




7/16/84 

INFP3-1064 

6 



G/R 



Date: 

Number: 

Page: 



7/16/84 
I NFP 3-1064 
7 



DE STRUCT ORDERS FOR YOUR HOME AND PLANET: Suitable for framing, and 
great gag gifts at any party! 

DON'T PANIC! BUTTON: Perfect for those times when your planet is being 
bombarded by laser beams, your toaster starts talking to you and 
traces of radioactivity are discovered in your breakfast cereal! 



000 JANTA 200 SUPER-CHROMATIC PERIL-SENSITIVE SUNGLASSES****: You'll 

look cool and stay cool even when attending a Vogon poetry reading! 

NO TEA: Oust like the tea professional hitchhikers don't carry! 

MICROSCOPIC SPACE FLEET: Oust the thing for attacking microscopic 
civilizations. 

(Subhead) 

How much would YOU pay now? ONE HUNDRED Altairian dollars? TWO 
HUNDRED?? THREE HUNDRED?? ! ! 

(Footnotes) 

**** Not recommended for driving. 

(Back cover) 

OUST DA59.99! 



G/R 



Date: 

Number: 

Page: 



7/16/84 

INFP3-1064 

8 



(Copy) 

4 • 

That's right! RUSH YOUR ORDER NOW and receive The Hitchhiker's Guide 
to the Galaxy AND the fluff AND the destruct orders AND the Don't 
Panic! button AND the sunglasses AND the space fleet AND no tea ALL 
FOR THE INCREDIBLY LOW, LOW PRICE OF JUST DA59.99! 

To save C.O.D., handling charges and Imperial Galactic Government 
delivery service duties, PHONE IN YOUR ORDER TODAY! 

(Subhead) 

Operators are standing by! 

(Copy) 

Call 1-555-55-5-55555-555-5555. On Ursa Minor Beta, dial 
1-5-555-55-55555-555-5555, ext. 5. MAKE THAT CALL TODAY! 

(Subhead) 

This offer NOT AVAILABLE IN ANY STORE!***** 

(Footnotes) 

***** Except Deluxe-O-Mat, Chain-O-Rama, Qwang's Drive-In Asteroid, 
Tawdry Merchandise King, House of Remainders, Liquidator's 
Clearinghouse, Mister Tawdry, Galaxy o' Tawdry Merchandise, Tawdry 
Merchandise-n-Such, 1-A Tawdry Sales & Service, Ye Olde Tawdry 
Merchandise Shoppe and MegaMart outlets throughout the Universe. 



















HIKER'S GUI 



Megadodo Publications 



SBB 



>Mb 







.NOW SEE THE UNIVERSE THE SAFE 

mmmgimi &h 







YESI THE UNIVERSE < 



LESS THAN 30 ALTAR I 



BLACK HOLES. SAVAGE ALIEN WARRIOR 
TRIBES. Welfare planets ruled by dry-clean- 
ing establishments, where even the most 
basic of human necessities are provided for 
a day late and with too much starch. Face it, 
the Universe is NO PLACE TO TRY AND 
HAVE A GOOD TIME. 

Unless, that is, you’re the proud owner 
of that wholly remarkable object, The Hitch- 
hiker's Guide to the Galaxy* 

Within the million-plus pages of The 
Guide, which in many corners of the Galaxy 
has already supplanted the Encyclopedia 



Galactica as the standard repository of all 
knowledge and wisdom, you’ll find EVERY- 
THING YOU NEED TO KNOW about the 
Universe, from the utmost trivia to the most 
vital information pertaining to your health 
and well-being. WE UNCONDITIONALLY 
GUARANTEE it will teach you how to survive 
and even ENJOY THE UNIVERSE— ALL 
ON ONLY 30 ALTAIRIAN DOLLARS PER 
DAY!* Just take a peek at this mere sample 
of The Guide’s MILLIONS OF USES and, 
like so many other satisfied customers, you’ll 
be convinced that this is truly THE MOST 
WHOLLY REMARKABLE ITEM YOU’LL 
EVER BUY! 



PLANNING A HONEYMOON? Let The 

Guide show you how to get the best rates 
and accommodations on exclusive vacation 
paradises like Vortaqua, planet of the Heart- 
Shaped Hot Tub Lakes! 

TRIVIA BUFF? The Guide has 
the answers, as well as 
most of the questions. For 
example: What titles 
comprise Oolon 
Colluphid’s trilogy 
of philosophical 
blockbusters? 






J 



HE UNIVERSE CAN BE YOUR! 
IN 30 ALTAIRIAN DOLLARS 1 




tRRIOR 

^-clean- 
lost 
Jed for 
: aceit, 

iND 



rner 

Hitch- 



Balaxy 

edia 






Galactica as the standard repository of all 
knowledge and wisdom, you’ll find EVERY- 
THING YOU NEED TO KNOW about the 
Universe, from the utmost trivia to the most 
vital information pertaining to your health 
and well-being. WE UNCONDITIONALLY 
GUARANTEE it will teach you how to survive 
and even ENJOY THE UNIVERSE— ALL 
ON ONLY 30 ALTAIRIAN DOLLARS PER 
DAY!* Just take a peek at this mere sample 
of The Guide’s MILLIONS OF USES and, 
like so many other satisfied customers, you’ll 
be convinced that this is truly THE MOST 
WHOLLY REMARKABLE ITEM YOU’LL 
EVER BUY! 



PLANNING A HONEYMOON? Let The 
Guide show you how to get the best rates 
and accommodations on exclusive vacation 
paradises like Vortaqua, planet of the Heart- 
Shaped Hot Tub Lakes! 

TRIVIA BUFF? The Guide has 
all the answers, as well as 
most of the questions. For 
, „>' X example: What titles 
CJ \ comprise Oolon 

^ Colluphid’s trilogy 

% ^\ x of philosophical 

\ 



blockbusters? 



n 



Answer: Where God Went Wrong , Some More 
of God’s Greatest Mistakes and Who Is This 
God Person, Anyway? 

CONVENTION COMING UP? The Guide 
knows where to find all the swankiest hotels, 
file trendiest restaurants, the swingingest 
nightclubs, the friendliest escort services 
and the cheapest duty-free shops in which to 
buy gifts for appeasing one’s family and 
conscience! 



NEED HELP FAST? In a flash, The Guide 
can supply you with such useful tidbits of 
information as: how to tell your Aunt Clara 



|froma 
I to do if 
jSeven- 
perforr 
Stoma 
much i 



*•*30 Attatrk 
strictly for) 
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CAN BE YOURS FOR 
AN DOLLARS PER DAYI 



Answer: Where God Went Wrong, Some More 
of God’s Greatest Mistakes and Who Is This 
God Person, Anyway? 

CONVENTION COMING UP? The Guide 
knows where to find all the swankiest hotels, 
the trendiest restaurants, the swingingest 
nightclubs, the friendliest escort services 
and the cheapest duty-free shops in which to 
buy gifts for appeasing one’s family and 
conscience! 

NEED HELP FAST? In a flash, The Guide 
can supply you with such useful tidbits of 
information as: how to tell your Aunt Clara 



from a Seven-Stomached Gorba Rant; what 
i to do if Aunt Clara has been devoured by a 
| Seven-Stomached Gorba Rant; how to 
perform the Heimlich Maneuver on a Seven- 
Stomached Gorba Plant, and much, 
much more! 



*“3G Altairian Dollars Per Day" is an estimated figure and ie provided 
strictly lor purposes of comparison. Actual expenses may be higher.** 
'••In fact, we’re sure of it. Quite frankly, if you’re not absolutely prepared 

i to fie. cheat, steal your food, pass rubber checks to unsuspecting hotel 

clerks, hoodwink customs officials, forge passports entitling you to dipto- 
'( matic immunity, utihze bogus student and/or etoerty KJentification cards 
to get yourself into tourist attractions at reduced rates, stiff everyone 
possible on tips and otherwise make a mockery of Interga lactic Law, just 
! about the only way you're going to get by on 30 Attairians per diem 

is by staying home and camping out in your own backyard. 
















AND THAT’S NOT ALU 




73-FUNCTION POCKET CALCULATOR OP- 
TION lets you solve equations that have 
mShemat^da^ for eons, such as how to travel 
faster than the speed of light without losing 
your luggage. 






OPTIONAL TAN-O-MATIC REPERENCETASLE 

tells you the exact coordinates of all the test 
beaches, the most up-to-date fashion tips on 



teac^l^l^h^nSt'i^to-dateteshionhiKCTi 

friends have to carry you home in an urn, and 
the appropriate level of sunscreen to wear in 
case of a supernova. 



uaoo vi va 

OPTIONAL SIRIUS CYBERNETICS L 
TFR/NEO-DESCARTIAN RELATIVE TRUTn 
MONITOR indicates temperature, barometric 
oressure high tide, low tide, wind direction and 
velocity prevailing weather conditions, amount 
d&S inthe last 1,000 sluubs > and 
whether you’re actually experiencing any of u ° 
are simply being deceived by your imperfect 

senses. 



seiK>ea. 

chops and bludgeons even the most rubbery 
fruit or vegetable in seconds: 



i E-Z Press Buttons 
^ (standard) 



73-function 

Pocket Calculator (optional)*** 




• Custom Chronometer Feature / 
(optional)*** (T, 



i Tan-O-Matic 

| Reference Table (optional)* 







Sirius Cybernetics Barometer/Neo-Descartian 
Relative Truth Monitor (optional)*** 



tvelogue or an incredible answer machine — it’s a lovely 
se that fits in perfectly with every decor. It comes in a 
istic cover with THE LOOK AND FEEL OF REAL VINYL, 
ds DON'T PANIC in large, friendly letters. And talk about 
e Guide has MORE OPTIONS THAN A 20-ARMED 
jst look what you can get . . . 



year, 
ion of a 
and Happy 
Balaxy. 

ICE TABLE 
lebest 
i tips on 
precise 
re your 
urn, and 
wear in 



73-function 

Pocket Calculator (optional)*** 



; Custom Chronometer Feature 
(optional)*** 



OROP- 
ive baffled 
<v to travel 
losing 



E-Z Press Buttons 
^ (standard) 



3AROME- 

TRUTH 

'ometric 
jction and 
5, amount 
sand 

any of it or 
perfect 



►or/ 

es, dices, 
rubbery 



Tan-O-Matic 
Reference Table (optional)*** 




I AND THAT’S NOT ALU 



The Guide is more than a super travelogue or an incredible answer machine — it s a lovely 
addition to any backpack or suitcase that fits in perfectly with every decor. It comes in a 
wrinkle-proof, scratch-resistant plastic cover with THE LOOK AND FEEL OF REAL VINYL, 
handsomely inscribed with the words DON'T PANIC in large, friendly letters. And talk about 
handy— The Mark IV version of The Guide has MORE OPTIONS THAN A 20-ARMED 
HRUGMUS HAS HANGNAILS! Just look what you can get . . . 



73-FUNCTION POCKET CALCULATOR OP- 
TION lets you solve equations that have baffled 
mathematicians for eons, such as how to travel 
faster than the speed of light without losing 
your luggage. 

CUSTOM CHRONOMETER displays year, 
month, day and date, to within a fraction of a 
sluub in civilian time and military time and Happy 
HourTime for the nearest pub in the Galaxy. 

OPTIONAL TAN-O-MATIC REFERENCE TABLE 

tells you the exact coordinates of all the best 
beaches, the most up-to-date fashion tips on 
polarized eyewear and reflectors, the precise 
length of time you can sunbathe before your 
friends have to carry you home in an urn, and 
the appropriate level of sunscreen to wear in 
case of a supernova. 

OPTIONAL SIRIUS CYBERNETICS BAROME- 
TER/NEO-DESCARTIAN RELATIVE TRUTH 
MONITOR indicates temperature, barometric 
pressure, high tide, low tide, wind direction and 
velocity, prevailing weather conditions, amount 
of precipitation in the last 1,000 sluubs and 
whether you’re actually experiencing any of it or 
are simply being deceived by your imperfect 
senses. 

SALAD-SLASHER FOOD PROCESSOR/ 
LEMON ZESTER ATTACHMENT slices, dices, 
chops and bludgeons even the most rubbery 
fruit or vegetable in seconds! 




Sirius Cybernetics Barometer/Neo-Descartian 
Relative Truth Monitor (optional)*** 




BUT WAI T... THERE’S M 

Now for a LIMITED TIME ONLY when you RUSH your Hitchhiker’s Guide to the Galaxy order 
to Megadodo Publications, you’ll also get as our SPECIAL GIFT to you ENOUGH THROW- 
IN ITEMS TO FILL AN ATTIC! So act now and receive all these fabulous bonuses! 




FLUFF: Goes anywhere — under the bed, 
behind the commode, at the bottom of your 
pocket, inside your navel! 



DESTRUCT ORDERS 
FOR YOUR HOME 
AND PLANET: Suitable for 

framing, and great gag gifts at any party! 





DON'T PANIC! BUTTON: Perfect for those 

times when your planet is being bombarded by laser beams, your 
toaster starts talking to you and traces of radioactivity are discovered 
in your breakfast cereal! 







T 



..THERE’S MORE! 



' VW i m*A -w vii« 

* *?>'• Vv# 



» I. JJfc ij Lg 



JSH your Hitchhiker’s Guide to the Galaxy order 

our SPECIAL GIFT to you ENOUGH THROW 
id receive all these fabulous bonuses! 



* * . a . • Goes anywhere— under the bed, 

behind the commode, at the bottom of your 
pocket, inside your navel! 



IC! BUTTON: Perfect for those 

is being bombarded by laser beams, your 
you and traces of radioactivity are discovered 



p 




JOO JANTA 
SUPER-CHRO 
PERIL-SENSITIVE SU 



You’ll look cool and stay cool even when att< 




NO TEA: Just like the tea 

[professional [hitchhikers don’t carry! 



MICROSCOPIC 
SPACE FLEET: 

I Just the thing for attacking 
microscopic civilizations. 



•*** Not recommended for driving. 



HOW MUCH WOULD 
YOU PAY NOW? 




ONE HUNDRED ALTAIRIAh 
TWO HUNDRED? THREE HI 



mm 












HOW MUCH WOULD 
YOU PAY NOW? 



LORE! 



BMwpWI P i i hjjp 



JOO JANTA 200 
SUPER-CHROMATIC 
PERIL-SENSITIVE SUNGLASSES: 

You’ll look cool and stay cool even when attending a Vogon poetry reading! 



>**** 



NO TEA: Just like the tea 

S professional j hitchhikers don’t carry! 



MICROSCOPIC 
SPACE FLEET: 

I Just the thing for attacking 
microscopic civilizations. 



Not recommended tor driving. 







OPERATORS ARE STANDING BY! 



Call 1-555-55-5-55555-555-5555. 

On Ursa Minor Beta, dial 
1-5-555-55-55555-555-5555, ext. 5. 



MAKE THAT CALL TODAY! 



THIS OFFER NOT AVAILABLE IN ANY STORE! 



***** 



Except Ch^-0-R.m.. j T «w*y 

Mister Tawdry, Galaxy o’ Tawdry Merchandise, Tawdry Merchandiae-n-Such. 1-A Tawdry sates a service, tb uiue *<*«'-** r 
MegaMart outlets throughout the Universe. 



JUST DA59.99I 

4 



That’s right! RUSH YOUR ORDER NOW and receive The Hitchhiker’s Guide to the Galaxy 
and the fluff and the destruct orders and the Don’t Panic! button and the sunglasses and tl 
space fleet and no tea ALL FOR THE INCREDIBLY LOW, LOW PRICE OF JUST DA59.9! 

To save c.o.d., handling charges and Imperial Galactic Government delivery service 
duties, PHONE IN YOUR ORDER TODAY! 




IS ARE STANDING BY! 

1-555-55-5-55555-555-5555. 

)n Ursa Minor Beta, dial 
5-55-55555-555-5555, ext. 5. 

FH AT CALL TODAY! 

I NOT AVAILABLE IN ANY STORE! — 

Drive-In Asteroid, Tawdry Merchandise King, House of Remainders. Liquidator’s Clearinghouse, 
wdry Merchandise-n-Such, 1-A tawdry Sales & Service, Ye Otde Tawdry Merchandise Shoppe and 



r DA59.99! 



:R NOW and receive The Hitchhiker’s Guide to the Galaxy 
lers and the Don’t Panic! button and the sunglasses and the 

THE INCREDIBLY LOW, LOW PRICE OF JUST DA59.99! 

es and Imperial Galactic Government delivery service 

R TODAY! 



S/1// cr /2J- 






mghouse. 
Shoppe and 




//V^j 




HOW MANY Tl 
HAS THIS HAPPi 

■HTO YOU7J 





HOW MANY TIMES 

IAS THIS HAPPENED 



NOW SEE THE UNIVERSE THE SAFE, 
!URE, MONEY-SAVING WAY WITH THE 
IITCIZhIKER'S GUIDE m THE GALAXY! 



ublicaiions 



Megadodo 





YES! THE UNIVERSE 
LESS THAN 30 ALTAIR 




BLACK HOLES. SAVAGE ALIEN WARRIOR 
TRIBES. Welfare planets ruled by dry-clean- 
ing establishments, where even the most 
basic of human necessities are provided for 
a dav late and with too much starch. Face it, 
the Universe is NO PLACE TO TRY AND 
HAVE A GOOD TIME. 

Unless, that is, you’re the proud owner 
of that wholly remarkable object, The Hitch- 
hiker's Guide to the Galaxyl 

Within the million-plus pages of The 
Guide , which in many corners of the Galaxy 
has already supplanted the Encyclopedia 



Galactica as the standard repository of all 
knowledge and wisdom, you’ll find EVERY- 
THING YOU NEED TO KNOW about the 
Universe, from the utmost trivia to the most 
vital information pertaining to your health 
and well-being. WE UNCONDITIONALLY 
GUARANTEE it will teach you how to survive 
and even ENJOY THE UNIVERSE— ALL 
ON ONLY 30 ALTAIRIAN DOLLARS PER 
DAY!* Just take a peek at this mere sample 
of The Guide's MILLIONS OF USES and, 
like so many other satisfied customers, you I! 
be convinced that this is truly THE MOST 
WHOLLY REMARKABLE ITEM YOU LL 
EVER BUY! 

PLANNING A HONEYMOON? Let The 

Guide show you how to get the best rates 
and accommodations on exclusive vacation 
paradises like Vortaqua, planet of the Heart- 
Shaped Hot Tub Lakes! 

TRIVIA BUFF? The Guide has 
all the answers, as well as 
most of the questions. For 
example: What titles 
comprise Oolon 
CoHuphid’s trilogy 
of philosophical 
blockbusters? 



iftvWHi 






t 

t 

I 



i 



THE UNIVERSE CAN BE YOU 

AN 30 ALTAIRIAN DOLLAR! 




the most 
provided for 
rch. Face It, 

RYAND 



id owner 
The Hitch 



WARRIOR Galactica as the standard repository of all 
Y drv-clean- knowledge and wisdom, you’ll find EVERY- 
THING YOU NEED TO KNOW about the 
Universe, from the utmost trivia to the most 
vital information pertaining to your health 
and well-being. WE UNCONDITIONALLY 
GUARANTEE it will teach you how to survive 
and even ENJOY THE UNIVERSE — ALL 
ON ONLY 30 ALTAIRIAN DOLLARS PER 
DAY!* Just take a peek at this mere sample 
of The Guide's MILLIONS OF USES and, 
like so many other satisfied customers, you’ll 
be convinced that this is truly THE MOST 
WHOLLY REMARKABLE ITEM YOU’LL 
EVER BUY! 

PLANNING A HONEYMOON? Let The 

Guide show you how to get the best rates 
and accommodations on exclusive vacation 
paradises like Vortaqua, planet of the Heart- 
Shaped Hot Tub Lakes! 

TRIVIA BUFF? The Guide has 
all the answers, as well as 
most of the questions. For 
example: What titles 
comprise Oolon 
CoHuphid’s trilogy 



>f The 

the Galaxy 
vlopedia 



Answer: Where God Went Wrong, Some More 
of God’s Greatest Mistakes and Who Is This 
God Person, Anyway? 

CONVENTION COMING UP? The Guide 
knows where to find all the swankiest hotels, 
the trendiest restaurants, the swingingest 
nightclubs, the friendliest escort services 
and the cheapest duty-free shops in which to 
buy gifts for appeasing one’s family and 
conscience! 

NEED HELP FAST? In a flash, The Guide 
can supply you with such useful tidbits of 
information as: how to tell your Aunt Clara 



fr< 

to 

Si 

P< 

Si 

m 



♦“3 

str 

**Jn 

to 

ck 

rru 

to 

pc 

at 

is 



of philosophical 
. blockbusters? 







|pg| , 




CAN BE YOURSJFOR 
AN DOLLARS PER DAY! 




Answer: Where God Went Wrong, Some More 
of God’s Greatest Mistakes and Who Is This 
God Person, Anyway? 

CONVENTION COMING UP? The Guide 
knows where to find all the swankiest hotels, 
the trendiest restaurants, the swingingest 
nightclubs, the friendliest escort services 
and the cheapest duty-free shops in which to 
buy gifts for appeasing one’s family and 
conscience! 

NEED HELP FAST? In a flash, The Guide 
can supply you with such useful tidbits of 
information as: how to tell your Aunt Clara 



from a Seven-Stomached Gorba Plant; what 
to do if Aunt Clara has been devoured by a 
Seven-Stomached Gorba Plant; how to 
perform the Heimlich Maneuver on a Seven- 
Stomached Gorba Plant, and much, 
much more! 

♦"30 Altairian Dollars Per Day” is an estimated figure and 
strictly for purposes of comparison. Actual expenses may be htghe 
**ln fact we're sure of it. Quite frankly, if you're not absciute^prepared , 

t lua Ikpnt steal vour food, pass rubber checks to unsuspecting hote 

SToms officials, forge passports entitling youtod.pto- 
matic immunHv utilize bogus student and/or elderly identification ca. d 
to oet vourseif mto tourist attractions at reduced rates . stiff everyone 
Sfflbte oXs^ and otherwise make a mockery of Intergalactic Law. just 
£boot the onlyway you’re going to get by on 30 AKairiansper d.e 
is by staying home and camping out in your own backya 



mm 



mm 




AND THAT’S NOT ALU 



The Guide is more than a super travelogue or an incredible answer machine— it’s a lovely 
addition to any backpack or suitcase that fits in perfectly with every decor. It comes in a 
wrinkle-proof, scratch-resistant plastic cover with THE LOOK AND FEEL OF REAL VINYL, 
handsomely inscribed with the words DON’T PANIC in large, friendly letters. And talk about 
handy— The Mark IV version of The Guide has MORE OPTIONS THAN A 20-ARMED 
HRUGMUS HAS HANGNAILS! Just look what you can get . . . 



73-FUNCTION POCKET CALCULATOR OP- 
TION lets you solve equations that have baffled 
mathematicians for eons, such as how to travel 
faster than the speed of light without losing 
your luggage. 

CUSTOM CHRONOMETER displays year, 
month, day and date, to within a fraction of a 
sluub in civilian time and military time and Happy 
HourTime for the nearest pub in the Galaxy. 

OPTIONAL TAN-O-MATIC REFERENCE TABLE 

tells you the exact coordinates of all the best 
beaches, the most up-to-date fashion tips on 
polarized eyewear and reflectors, the precise 
length of time you can sunbathe before your 
friends have to carry you home in an urn, and 
the appropriate level of sunscreen to wear in 
case of a supernova. 

OPTIONAL SIRIUS CYBERNETICS BAROME- 
TER/NEO-DESCARTIAN RELATIVE TRUTH 
MONITOR indicates temperature, barometric 
pressure, high tide, low tide, wind direction and 
velocity, prevailing weather conditions, amount 
of precipitation in the last 1,000 sluubs and 
whether you’re actually experiencing any of it or 
are simply being deceived by your imperfect 
senses. 

SALAD-SLASHER FOOD PROCESSOR/ 
LEMON ZESTER ATTACHMENT slices, dices, 
chops and bludgeons even the most rubbery 
fruit or vegetable in seconds! 




Tan-O-Matic 

j Reference Table (optional)*** 



Relative Truth Monitor (optional)*** 



E-Z Press Buttons 
(standard) 



Custom Chronometer 
Feature (optional)*** 



73-function 

Pocket Calculator (optional)*** 







*** l 

t 

£ 
t 



lAT’S NOT ALL! 



avelogue or an incredible answer machine — it’s a lovely 
ise that fits in perfectly with every decor. It comes in a 
astic cover with THE LOOK AND FEEL OF REAL VINYL, 
>rds DON’T PANIC in large, friendly fetters. And talk about 
?e Guide has MORE OPTIONS THAN A 20 -ARMED 
ust look what you can get . . . 



FOR OP- 

ave baffled 
m to travel 
losing 



E-Z Press Buttons 
(standard) 



i year, 
tion of a 
5 and Happy 
Galaxy. 



73-function 

Pocket Calculator (optional)*** 



SICE TABLE 
he best 
i tips on 
i precise 
>re your 
urn, and 
wear in 



Custom Chronometer 
Feature (optional)*** 



BAROME- 

TRUTH 

rometric 
action and 
s, amount 
sand 
any of it or 
perfect 



>OR/ 

es, dices, 
rubbery 







5 5/8-meef Screen 
(standard) 



ah optional features subject to availability and our total unwillingness 
to turn a perfectly good product into some kind of glorified all-purpose 
appliance for every gizmo-happy customer who happens to fall for this 
type of cheap swank. 



SALAD-SLASHER 
Attachment (optional)*** 





THERE’S 



Now for a LIMITED TIME ONLY when you RUSH your Hitchhiker's Guide to the Galaxy order 
to Megadodo Publications, you’ll also get as our SPECIAL GIFT to you ENOUGH THROW- 
IN ITEMS TO FILL AN ATTIC! So act now and receive all these fabulous bonuses! 



FLUFF: 

behind the commode, at the bo ttom of your 
pocket, inside your navel! 



DESTRUCT ORDERS 
FOR YOUR HOME i 
AND PLANET: 



Suitable for^ 
framing, and great gag gifts at any party! 



DON'T PANIC! BUTTON: pSSI 

times when your planet is being bombarded by laser beams 
toaster starts talking to y ou and traces of radtoactivityare d* 
in your breakfast cereal! fflaHRBBSSIflHHHHil 





i 







THERE’S 



3u RUSH your Hitchhiker's Guide to the Galaxy order 
it as our SPECIAL GIFT to you ENOUGH THROW- 
dw and receive all these fabulous bonuses! 



FLUFF: GoSS^wSera— Crider the b< 

behind the commode, at the bottom of your 
pocket, inside your navel! 



JAN1 

ipSSpFsUPER-CHR 

^PERIL-SENSITIVE SI 

bull look cool and stay cool even when 



NO TEA 



Just like the tea^^j 
professional hitchhikers don’t carry! 



MICROSCOPIC 
SPACE FLEET: * 

Just the thing for attacking! 
microscopic civilizations. M 



Not recommended tor driving. 



Howmic 



PANIC! BUTTON: 

ir planet is being bombarded by laser beams, your^J 
liking to y ou and traces of rarfioactivityare dis^^ed 
st cereal! MiiiliEyMBgBBBMBMMSBBMH 








2 







llWjdO JANTA 20<rWl 
■^^SUPER-CHROMATICS 
PERIL-SENSITIVE SUNGLASSES 

’ll look cool and stay cool even when attending a Vogon poeti 



NO TEA* Just i7kethetea^| 

[professional hitchhikers don’t carry? 



MICROSCOPIC 
SPACE FLEET: H 

Just the thing for attacking 1 



microscopic civilizations 



*«** Not recommended tor driving. 



HOW MUG 




JUST DA59.99! 



Call 1-555-55-5-55555-555-5555. 

On Ursa Minor Beta, dial 
1-5-555-55-55555-555-5555, ext. 5. 



MAKE THAT CALL TODAY! 

THIS OFFER NOT AVAILABLE IN ANY STORE!"”* 



That’s right! RUSH YOUR ORDER NOW and receive The Hitchhiker's Guide to the Galaxy 
and the fluff and the destruct orders and the Don’t Panic! button and the sunglasses and the 
space fleet and no tea ALL FOR THE INCREDIBLY LOW, LOW PRICE OF JUST da59.99! 

To save c.o.d., handling charges and Imperial Galactic Government delivery service 
duties, PHONE IN YOUR ORDER TODAY! 



OPERATORS ARE STANDING BY! 



Except Oehjxe-O-Mat, Chatn-O-Rama. Qwang’s Drtve-ln Asteroid, Tawdry Merchandise King, anri 

Mister Tawdry, Galaxy o’ Tawdry Merchandise, Tawdry Merchandise-n-Such, 1-A Tawdry Sales & Service, Ye Olde Tawdry Mercha idtse Shoppe a d 

Mega Mart outlets throughout the Universe. 







' DA59.99! 



JOW and receive The Hitchhiker's Guide to the Galaxy 
and the Don’t Panic! button and the sunglasses and the 

E INCREDIBLY LOW, LOW PRICE OF JUST DA59.99! 

urid Imperial Galactic Government delivery service 

ODAY! 



5 ARE STANDING BY! 



555-55-5-55555-555-5555. 
i Ursa Minor Beta, dial 
55-55555-555-5555, ext. 5. 



HAT CALL TODAY! 

JOT AVAILABLE IN ANY STORE! — 



ve-ln Asteroid, Tawdry Merchandise King, House of Remainders, Liquidator’s Clearinghouse, 
ry Merchandiae-n-Such, 1-A Tawdry Sales & Service, Ve Olde Tawdry Merchandise Shoppe and 










Instruction 
Manual for 



THE 

HITCHHIKER’S 
GUIDE TO 
THE GALAXY 




• AMhO HKSWI.r 







Instruction Manual for 
THE HITCHHIKER’S GUIDE 
TO THE GALAXY 

Don’t Panic! 

Relax, because everything you need to know 
about playing THE HITCHHIKER’S GUIDE TO 
THE GALAXY is contained in the pages of this 
manual. In this story, you will be Arthur Dent, a 
rather ordinary earth creature who gets swept up in 
a whirlwind of interstellar adventures almost beyond 
comprehension. As the story begins, bulldozers are 
waiting to reduce your house to rubble to make way 
for a motorway bypass. While you attempt to deal 
with this problem, your rather strange friend Ford 
Prefect drops by to tell you that the Earth is about to 
be demolished to make way for an interstellar bypass! 
If you survive this double threat, you’ll embark on a 
senes of inter- galactic misadventures even funnier 
than your worst nightmares! And. because anything 
is possible in THE HITCHHIKER’S GUIDE TO 
THE GALAXY, you may soon hot even be sure 
of your own identity! 

^ ■ you’re experienced with Infocom’s interactive 
i*_aon, you may not fee! like reading the entire man- 
ual. However, you should at least read the appen- 
dices of important commands (on page 18) and 
recognized verbs (on page 19). The sample tran- 
script, on page 21, will give you ideas for some of 
the weird things you can do in HITCHHIKER’S. 

A special note for people who have read the book 
THE HITCHHIKER’S GUIDE TO THE GALAXY : 
Although the opening of the game is fairly similar 
to the book, the story quickly diverges, with lots of 
new 7 material and different twists. Familiarity with the 
story may make a few of the early puzzles easier, but 
if you rely too heavily on this previous knowledge, 
you will certainly befuddle yourself. 



Table of Contents 




.An Overview’ 

• What is interactive fiction? 

• Moving around 

• Turns and scoring 


Page 12 


Tips for Novices 

Nine useful pointers about interactive 
fiction. 


13 


Communicating with HITCHHIKER’S 

• Basic sentences 

• Complex sentences 

• Talking to characters in the story 

• Vocabulary limitations 


14 


Starting and Stopping 

• StartingHITCHHIKER’S 
(“Booting Up”) 

• Saving and restoring 

• Quitting and restarting 


16 


Appendix A: Quick Reference Guide 
This is a brief summary of the most 
important things to know about inter- 
active fiction. It is VITAL to know 7 all 
these things before you begin playing. 


17 


Appendix B: Important Commands 


18 


Appendix C: Some Recognized Verbs 


19 


Appendix D: HITCHHIKER’S Complaints 


20 


Appendix E: Sample Transcript and Map 


21 


Appendix F: We’re Never Satisfied 


24 


Appendix G: If Abu Have Technical Problems 


24 


Appendix H: Author Biographies 


25 


Appendix I: Copyright and Warranty 
Information 


j 

25 



Instruction Manual 11 





An Overview 

Interactive fiction is a story in which yaw are the main 
character, Your own thinking and imagination deter- 
mine the actions of that character and guide the 
story from start to finish. 

m£i C £>o° rk of interactive . fiction, such as HITCH- 
niftEK S, presents you with a series of locations 
items, characters, and events. You can interact with 
these in a variety of ways. 

To move from place to nlace tvnp th a 




surroundings by explor ing the nearby rooms and 

thfmn^mrTvrD^c 011 carefuljiy - Oou may notice 
that HITlHHIKER S occasionally refers to a loca- 
tion as a room, even if you are outdoors.) As you 
explore, it is helpful to make a map of the geography. 



An important element of interactive fiction is 
puzzle-solving. You should think of a locked door or 
a ierocious beast not as a permanent obstacle, but 
merely as a puzzle to be tackled. Solving puzzles will 
irequen Jy involve bringing a certain item with you 
and tiien using it in the proper way. 

In. hi rCHHIKER’S, time passes only in response 
to your input. You might imagine a clock that ticks 
once for each sentence you type, and the story’ pro- 
gresses only at each tick. Nothing happens until you 
type a sentence and press the RETURN (or ENTER) 

key , so you can plan your turns as slowly and care- 
fully as you want. 

To measure your progress, HITCHHIKER’S 
keeps track of your score. You may get points for 
solving nuzzles ^performing certain actions, or visit- 
rng certain locations. Keeping track of what actions 
increase your score will help you learn w’hat the goal 
of the story is. 



12 Instruction Manual 




Tips for Novices 

1. Draw a map. It should include each location, the 
directions connecting it to other locations, and any 
interesting objects there. (See the small sample map 
that goes along with the sample transcript on page 
21.) Note that there are 10 possible directions, plus 
IN and OUT. 

2. Most objects that you can pick up are important 
for solving one or more of the puzzles you’ll run into 
in the story. 

3. Save your place often. That way, if you get “killed” 
or hopelessly mucked up, you won’t have to start 
over from the beginning. See page 16 for instructions. 

4. Read the story carefully. There are often clues in 
the descriptions of locations and objects, as well as in 
labels, engravings, books, and so on. Even strange 
or dangerous actions may provide clues, and might 
prove to be fun! You can always save your position 
first if you want. Here’s a silly example: 

> GIVE THE TARNISHED COIN TO THE USHER 
The usher looks unimpressed, and begins leading you 
toward the last row of the theatre. 

You’ve just learned there is something (such as the 
crisp bill) which might convince the usher to give you 
a front row T seat . . . perhaps even a front row seat 
next to Queeh Isameera and her dreadfully expen- 
sive and easy-to-steal diamond-studded tiara. 



5. Unlike other “adventure games” that you may 
have played, there are many possible routes to the 
end of HITCHHIKER’S. Some puzzles have more 
than one solution; others don't need to be solved at 
all. Sometimes you will have to solve one puzzle in 
order to obtain the item(s) or information you need 
to solve another. 

6. You may find it helpful to play HITCHHIKER’S 
with another person. Different people may find 
different puzzles easy and often complement each 
other. 

7. If you get really stuck, you can order a hint booklet 
and a complete map using the order form in your 
package. You don’t need this booklet to enioy the 
story, but it will make solving HITCHHIKER’S 
easier. 

8. Read the sample transcript on page 21 to get a feel 
for how Interactive fiction wo As. 

9. You can word a command in many different ways. 
For example, to put on the dressing gown, you could 
use any of the foil owing: 

PUT ON THE GOWN. 

WEAR THE TATTY DRESSING GOWN. 

DON GOWN. 

In fact, if the gown is the only article of clothing 
present, just typing WEAR is enough, since HITCH- 
HIKER’S will assume you mean the gown. But more 
about that in the next section 



Instruction Manual 13 



Communicating with HITCHHIKER’S 

Ln HITCHHIKER’S, you type your sentence in plain 
Engbsheach time you see the prompt (>). HITCH- 
HIKER b usually acts as if your sentence begins 
"I want to . . . although you shouldn’t actually type 
those words. You can use words like “THE” if you 

T Se letters y° u want; 
HITC HHIKER S doesn t care either way. 

When you finish typing a sentence, press the 
RETURN (or ENTER) key. HITCHHIKER’S will re- 
spond by telling you whether your request is possible 
at this point in the story and what happened as a 
result. 



HITCHHIKER’S recognizes your words bv 
their first six letters, and all subsequent letters are 
ignored. Therefore, BULLDOg, BULLDOgs, 
BULLDOzer, and BULLDOclqx>Sdngham (a small town 
in Dockpokinghamshire) would all be treated as 
the same word by HITCHHIKER’S. 

To move around, just type the desired direction. 
iou can use the eight compass directions: NORTH 
SOUTH, EAST, WEST, NORTHEAST, NORTHWEST’ 
SOUTHEAST, and SOUTHWEST. You can abbreviate 
these to N, S, E, W, NE, NW, SE, and SW, respec- 
tively. You can use UP (or U) and DOWN (or D). IN 
and OUT will also work Ln certain places. On board a 
ship, you’ll want to use the directions PORT (or P) 
STARBOARD (or SB), FORE (or F), and AFT. 



HITCHHIKER’S understands many different 
kinds of sentences. Here are some examples. (Note 
that some of these items do not actually appear in 
HITCHHIKER’S.) 

WALK NORTH 

DOWN 

NE 

GO AFT 
U 

TAKE BOX 

PICK UP THE CARDBOARD BOX 
DROP IT 

PUSH THE BUTTON 

OPEN THE AIRLOCK DOOR 

EXAMINE THE PRESSURE SUIT 

LOOK UNDER THE TABLE 

ENJOY THE RHODODENDRON BUSH 

SHOOT THE BEAST WiTH THE PEA SHOOTER 

ATTACK THE BUREAUCRAT WiTH THE COURT ORDER 

PUT THE BANANA PEEL IN FRONT OF THE BEGGAR 

'iou can use multiple objects with certain verbs if 
you separate them by the word AND or by a comma. 
Some examples: 

TAKE PENCIL, PAPER, STAMP 
DROP THE AMP, THE FORK, AND THE THERMO- 
NUCLEAR WEAPON 
PUT THE EGGS ANDTHE BACON IN THE 
FRYING PAN 

GIVE THE SHINY PENNY AND THE TARNISHED 
PENNY TO THE MONKEY 



The word ALL refers to every visible object except 
those inside something else. If there were an apple 
on the ground and an orange inside a cabinet, TAKE 
ALL would take the apple but not the orange. 

TAKE ALL 
TAKE ALL STAMPS 

TAKE ALL THE STAMPS EXCEPT THE RED STAMP 
TAKE ALL FROM THE DESK 
GIVE ALL BUT THE PENCILTOTHE ROBOT 
DROP ALL EXCEPT THE PEA SHOOTER 



i 



14 



Instruction Manual 





You can include several sentences In one input 
line if you separate them by the word THEN or by a 
period. (Note that each sentence will still count as a 
turn.) You don’t need a period at the end of the input 
line. For example, you could tvpe all of the following 
at once, before pressing the RETURN (or ENTER) 
key: 

EAST.TAKE THE GUN THEN PUT THE BULLET IN IT. 
SHOOTGERTRUDE 

If HITCHHIKER’S doesn’t understand one of the 
sentences on your input line, or if something unusual 
happens, it will ignore the rest of your input line (see 
HJTC HHIKE R ’ S Complaints” on page 20). 

There are three kinds of questions that HITCH- 
HIKER’S understands: WHAT, WHERE, and WHO. 
Here are examples that you can try in HITCH- 
HIKER’S: 

WHAT IS ADVANCEDTEA SUBSTITUTE? 

WHERE IS THE TOWEL? 

WHO ISZAPHOD BEEBLEBROX? 

You will meet other people and creatures in 
HITCHHIKER’S. You can Ttalk” to some of these 
beings by typing their name, then a comma, then 
whatever you want them to do. Here are some 
examples: 

BARTENDER, GIVE ME A BEER 

FORD, OPEN THE SATCHEL 

CAPTAIN, WHAT ABOUT THE METEOR HOLE? 

FRED, TAKE THE TOWELTHEN FOLLOW ME 
MARVIN, KILL THE ALIEN.ENTER THE CLOSET 

Notice that in the last two examples, you are giving 
a person more than one command on the same 
input line. 

You can use quotation marks to answer a question, 
say something “out loud,” or type something on a 
keyboard. For example: 

SAY "HELLO” 

ANSWER "ZEKE FITZBERRY" 

TYPE "LOGOUT" 



HITCHHIKER’S tries to guess what you really 
mean when you don’t give enough information. For 
example, if you say that you want to do something, 
but not what you want to do it to or with, HITCH- 
HIKER’S will sometimes decide that there is only 
one possible object that you could mean. When it 
does so, it will tell you. For example: 

> SHOOT THE DOGGIE 
(with the ray gun) 

The cute little doggie is incinerated, 
or 

> GIVE THE TOWEL 

(to the hitchhiker) 

The hitchhiker naturally already has a towel, but thanks 
you politely for your offer. 

If your sentence is ambiguous, HITCHHIKER’S 
vrill ask what you really mean. You can answer most 
of these questions briefly by supplying the missing 
information, rather than typing the entire input 
again. You can do this only at the very next prompt. 
Some examples: 

>CUT THE BREAD 

What do you want to cut the bread with? 

>THE KNIFE 

The bread is stale to the point of being petrified, 
or 

> KILL THE FLY WITH THE AXE 

Whtch axe do you mean, the teensv axe or the atomic- 
powered supersonic planet-smashing axe? 

>TEENSY 
The fly expires. 

HITCHHIKER’S uses many words in its descrip- 
tions that it will not recognize in your sentences. For 
example, you might read, “Disgusting gobs of yellow 
goo ooze out of the monster’s elbows.” However, if 
HITCHHIKER’S doesn’t recognize the words GOO 
or ELBOWS in your input, you can assume that they 
are not important to your completion of the story 7 , 
except to proride you with a more vivid description 
of where you are or what is going on. HITCH- 
HIKER’S recognizes over 800 words, nearly all that 
you are likely to use in your sentences. If HITCH- 
HIKER’S doesn’t know a word you used, or any of 
its common synonyms, you are almost certainly 
trying something that is not important in continuing 
the story. 



& 



Instruction Manual 15 




Starting and Stopping 

Starting the Story: Now that you know what to 
expect when you venture into HITCHHIKER’S 

to : boot " your &sk - To ioa ^ HITCH 
HIKER S, follow the instructions on the Reference 
Card m your package. 

Following the copyright notice and the release 
number of the story, you will see the opening 
message. 

Here are a couple of quick exercises to help 

Slvl e D.c C ^ stome . d t0 intera ctmg with HITCH- 
hiker b. iry typing the following next to the 
prompt (>): 

TURN ON THE LIGHT 

P? c ss RETURN <or ENTER ) ke >’- HITCH- 
HIKER S will respond with: 

Good start to the day. Pity it's going to be the worst one 
or your life. The light is now on. 

\au will also now 7 see the descriotion of the Bed- 
room, the opening location of the stone Try typing: 
TAKE THE TATTY DRESSING GOWN 

m^KS^ rENTER)key ’ 

You can't reach it from the bed. The effort of reaching is 
a i most too much for you to stand. 



Samng and Restonng: It will probably take vou many 
days to complete HITCHHIKER’S. Using the SAVE 
feature, you can continue at a later time without 
.laving to start over from the beginning, just as vou 
can piace a uookmark in a book you are reading' 

>^A\ E puts a “snapshot” of your place in the story 7 
onto another disk. If you are a cautious player, vou 
may want to save your place before (or after) trying 
something dangerous or tricky. That wav, vou can go 
bacK to that position later, even If you have gotten 
lost or Killed since then. 

To save your place in the story 7 , type SAVE at the 
prompt (>), and then follow the instructions for 
saving and restoring on your Reference Card. Some 
systems require a blank disk, initialized and formatted 
or s<3res A; sing a disk with data on it (not counting 

°f* ’ s saves) may result in the loss 

of that data, depending on what kind of computer 
you have. 

^ou can restore a saved position any time you 
want. To do so, type RESTORE at the prompt (>) 
and follow the instructions on your Reference Card 
iou can then continue the story 7 from the point 

irw^/° U U f ed the . SAVE command. You can type 
LOOK for a description of where you are. 

Quitting and Restarting: If you want to start over 
from the begimiing, type RESTART. (This is usually 

Just to make sure, HITCH- 
nJKEh b w 7 ^ ask if you really want to start over Lf 
you do, type Y or YES. 

If you want to stop entirely, type QUIT. On re 
again, HITCHHIKER’S will ask if this is reallv~ w 7 hat 
you want to do. 

Remember when you RESTART or QUIT: if you 
want to be able to return to your current position 
you must first do a SAVE. 



16 Instruction Manual 




W&'Sr&iff 'Jsf- ■ 

*f£ .’* r5^ -■}» " 



jpendtx A 

aick Reference Guide 





When you see the prompt (>) on your screen, 
ITCHHIKER’S is waiting for your input. I here ^e 
ur kinds of sentences or commands that ruiun- 
IKER'S understands: 

A. Direction commands: To move from piace to 
nior-p mst tvpe the direction you want to go. N or 
NORTH), E," §, W. NE, SE, NW SW. U (or UP). 

D, IN, OUT, P (or PORT), SB, F, AFT. 

R Actions* Tu«t tvpe whatever you want to do. 
ti^Ktes: RtAD^E BOOKoj . OPENTHE 

DOOR or LOOK THROUGH THE WINDOW. 

Once vou’re familiar with simple commands, vou u 
want to use more complexones as described tn 
“Communicating with HITCHHIKER S on 
page 14. 

C Commands given to people: To talk to charac- 
ters in the story type their name, then a comma, 
then what vou want to say to them. For example. 
r-\LPH, GIVE ME THE WELDING TORCH or 
JUNG MAN, GO WEST. 

D Special one -word comrriands such as INVEN- 
TORY )r DIAGNOSE: A list of these appears m the 
“Important Commands” appendix on page 1°- 



3. Important! After typing 

mand, you must press the RETURN (or ENTER) key 
before HITCHHIKER’S will respond. 

4. On most computers, your screen will have a spe- 
cial line called the status line. It tells you the name : a f 
your current location, your score, and the number of 
turns vou have taken. 

5. You can pick up and carry many of the items jmu » 
find in the story. For example, if you ty^TAK-THE 
SPOON, you will be carrying it. Type INVENiORY to 

find out what you have . 

6. When you want to stop playing, save yourpKcefor 
later, or start over, read the “btartmg and Stopping 
section on page 16. 

7. If you have trouble playing, refer to the specific 
section of the manual for more detailed instructions. 



Instruction Manual 17 






% 





Appendix B 
Important Commands 

There are a number of one -word commands which 
you can type instead of a sentence. You can use them 
over and over as needed. Some count as a turn, 
others do not. Type the command after the prompt 
(>) and press the RETURN (or ENTER) key. 

AGAIN— HITCHHIKER'S will usually respond as if 
you had repeated your previous sentence. Among 
the cases where AGAIN will not work is if you were 
just talking to another character. You can abbreviate 
AGAIN to G. 

BRIEF—' This tells HITCHHIKER’S to give you the 
full description of a location only the first time you 
enter it. On subsequent visits, HITCHHIKER'S will 
tell you only the name of the location and the objects 
present. This is how HITCHHIKER’S will normally 
act, unless you tell it otherwise using the VERBOSE 
or SUPERBRIEF commands. 

DIAGNOSE— HITCHHIKER’S will give you a brief 
medical report of your physical condition. 



FOOTNOTE— Occasionally, the text in HITCH- 
HIKER'S will mention the existence of a footnote. To 
read the footnote, simply type FOOTNOTE followed 
by the appropriate footnote number (for example, 
FOOTNOT E 7). This will not count as a turn. 

INVENTORY-HITCHHIKER’S will list what you 
have. You can abbreviate INVENTORY to I. 

LOOK-This teHs HITCHHIKER’S to describe 
your location in full detail. You can abbreviate LOOK 
to L. 

QUIT —This lets you stop. If you want to save your 
position before quitting, follow the instructions in the 
‘‘Starting and Stopping” section on page 16. You can 
abbreviate QUIT to Q. 

RESTART— This stops the story and starts it over 
from the beginning. 

RESTORE— This restores a saved position made 
using the SAVE command. See “Starting and Stop- 
ping” on page 16 for more details. 

SAVE— This makes a “snapshot” of your current 
position onto your storage disk. You can return to a 
saved position in the future using the RESTORE com- 
mand. See “Starting and Stopping” on page 16 for 
more details. 

SCORE— HITC. HHIKE R ’ S wiB show your curre nt 
score arid the number of turns you have taken. 



\ 







IS Instruction Manual 






jj— This command tells your printer to begm 
g a transcript of the story as you go along. A 
:r ipt may aid your memoir but is not neces- 
It will work only on certain computers, reuu 
Reference Card for details. 

: RBR»EF — This commands HITCHHIKER S lO 
;v only the name of a place you have entered, 
if you have never been there before. In this 
HITCHHIKER'S will not even mention which 
•t’ s present. Of course, you can always get a 
notion of your location, and the items there, by 

- LOOK. In SUPERBRSEF mode, the blank hne 
reen toms will be eliminated. Tbs mode is 

nt for plavers who already kjiow their "way 
nd. Also see VERBOSE and BRIEF. 

1CR1PT— Tbs commands your printer to stop 
ing a transcript. 

; BOSE -This tells HITCHHIKER’S that you _ 

: a complete description of each location, and the 
•cts in it. every time you enter a location, even 
u’ve been there before. Also see BRIEF and 
fR BRIEF. 

•SION —HITCHHIKER’S responds by showing 
t release number and the serial number of 
■ ■ jy of the story. Picsso include this iiLoriViS- 

- if you ever report a “bug,” 

• }f —This will cause time in the story to pass, 
rmally, between turris, nothing happens in tine 
.ry. You could leave your computer, have a snack, 

- a walk around the block, btchbke to Prov-on 
C spenc } fourteen years working in the dime pits, 

I return to find that nothing has changed . iou can 
e WAIT to make time pass in the story without 
ng anything. For example, if you encounter an 
en being, you could WAIT to see what it win c do. 

- if you are in a moving vebde, you could WAiT .0 

- where it will go. You can abbreviate WAIT to Z. 



Appendix C 

Some Recognized Verbs 
These are oniv some of the verbs that HITCH- 
HIKER’S understands. There are many more. Re- 
member that you can use a variety of prepositions 
with them. For example, LOOK cantecomeLOOK 

in^de, look behind, look under, look 

THROUGH, LOOK AT, and so on. 

ANSWER EAT 

approach enter 



ASK 
BLOCK 
BUY 
CARVE 
CLIMB 
CLOSE 



ESCAPE 

EXAMINE 

EXIT 

FILL 

FIND 

FOLLOW 



CONNECT GIVE 
CONSULT HANG 



COVER 
DANGLE 
DESTROY 
DRINK 
DROP 



HIDE 
JUMP 
KILL 

KNOCK 

LIE 



LIGHT 

LISTEN 

LOOK 

MOVE 

PANIC 

PULL 

OPEN 

PICK 

PLUG 

POINT 

PUSH 

PUT 

REA.D 

RELAX 

REMOVE 



SAY 

SHOOT 

SHOW 

SIT 

SLEEP 

SMELL 

STAND 

TAKE 

TASTE 

THROW 

TOUCH 

TURN 

TYPE 

WAKE 

WALK 




Instruction Manual 19 



j 






V'C-A 







Appendix D 

HITCHHIKER'S Complaints 

HITCHHIKER’S will complain if you type a sentence 
that confuses it completely. HITCHHIKER’S will 
then ignore the rest of the input line. (Unusual 
events, such as being attacked, may also cause 
HITCHHIKER’S to ignore the rest of the sentences 
you typed, since the event may have changed your 
situation drastically.) Some of HITCHHIKER’S’s 
complaints: 

I DONT KNOW THE WORD “(you r word).” The 
word you typed is not in the story's vocabulary. 
Sometimes using a svnonym or rephrasing will help. 
If not, HITCHHIKER’S probably doesn’t know the 
idea you were trying to get across. 

YOU USED THE WORD “(your word)” IN AWAY 
THAT 1 DONT UNDERSTAND. HITCHHIKER’S 
knows the word you typed, but couldn’t use it in that 
sense. Usually this is because HITCHHIKER’S 
knows the word as a different part of speech. For 
example, if you typed PRESS THE LOWER BUTTON, 
you are using LOWER as an adjective, but HITCH- 
HIKER’S might know LOWER only as a verb, as in 
LOWER THE BOOM. 

THAT SENTENCE ISNT ONE I RECOGNIZE. The 
sentence you typed may have been gibberish, such 
as GIVE TROLL WITH SWORD. Or, you may have 
typed a reasonable sentence but used a syntax that 
HITCHHIKER’S does not recognize, such as SMELL 
UNDER THE ROCK. Try rephrasing the sentence. 




THERE WAS NO VERB IN THAT SENTENCE! Unless 
you are answering a question, each sentence must 
have a verb (or a command) in it somewhere. 



THERE SEEMS TO BE A NOUN MISSING IN THAT 
SENTENCE! This usually means that your sentence 
was incomplete, such as EAT THE BLUE. 

THERE WERE TOO .MANY NOUNS IN THAT SEN- 
TENCE. An example is PUT THE SOUP IN THE BOW'L 
WITH THE LADLE, which has three noun “phrases,” 
one more than HITCHHIKER'S can digest in a 
single action. 

YOU CANT USE MULTIPLE (IN) DIRECT OBJECTS 
WITH “(your verb).” You can use multiple objects 
(that is, nouns or noun phrases separated by AND or 
a comma) or the word ALL only with certain verbs. 
Among the more useful of these verbs are TAKE, 
DROP, and PUT. .An example of a verb that wi 11 not 
work with multiple objects is ATTACK; you couldn't 
say ATTACK ALL or ATTACK THE ALIEN AND THE 
ROBOT. 

YOU CANT SEE ANY (object) HERE! The item you 
referred to was not visible. It may be somewhere 
else, inside a closed container, and so on. 

THE OTHER OBJECT(S) THAT YOU MENTIONED 
ISNT (AREN'T) HERE. You referred to two or more 
items in the same sentence, and at least one of them 
wasn’t visible to you in your present location. 

BE SPECIFIC: WHAT DO YOU WANT TO (your verb)? 
You used HIM, HER, or IT, but HITCHHIKER'S isn’t 
sure what person or object you meant. 

I BEG YOUR PARDON? You pressed the RETURN (or 
ENTER) key without typing anything. 

IT'S TOO DARK TO SEE! In the story, there 'was not 
enough light to perform your action. 

YOU CANT GO THAT WAY. There was no passage 
or exit in the direction you tried to move. 



% 



20 



Instruction Manual 



■ * i -m x? ♦ ‘ 




pendix E 

mple Transcript and Map 
.s transcript is not from HITCHHIKER S, but it 
show most of the things you can do in the sior> . 
•on tains several simple puzzles and their solutions, 
i it will give vou a good idea of how interactive 
don works. The player’s sentences appear m capi- 
le tters after each prompt ( > ). The map r epre- 
its the terrain in the sample transcript as >ou 
ght have drawn it. 

TA0i-£ 

bp'PO CECMiC C'SICE 

fix* 



VT5\DE- 

&LDOO 



Si&b! 

DoofL&£LL 







WRIT) MS 


r— 






ROOM 

1 


- 





I SrtSLU^ 



To T>Xl 



_ . iZEET 
‘jDF&BZ 



T 



jj taxj 

GET OUT OF THE TAXI 
e door is locked. „ 

Hey, that's four pounds thirty, o*d chop. 

GIVE THE FIVE POUND NOTE TO THE DRIVER 
ITanks, chum." 

UNLOCK THE DOOR 
ie toxi door is now' unlocked. 

► GET OUT OF THE TAXI 

treet Corner , , , A 

ou ore on a street comer on the outskirts o. ^ondon. A 

an pest reveals that you are on the comer of Foomin- 
ter anc Frobbington. The sidewalk continues north and 
•ast. Because of the heavy traffic here, crossing he 
freet is out of the question. 



> WHO AAA! ( 

You are Chester Smith, an unemployed granola 

salesman. 

> WHAT IS THE OBJECT OF THE GAME? 

Well, the superficial object of the game is to get to the 
end of the story and achieve the maximum score. 

The real object of the game is to show a bunch of novices 
how interactive fiction works. 

> WALK NORTH 

Outside Blood Bank 

You ore in the middle of the block on a street that runs 
north-south. Immediately to the east is he entrance to 
a massive granite (Footnote 9) building. Next iO the 
entrance is a sign and a doorbell. 

> FOOTNOTE 9 . . .... 

Well, concrete actually. We wanted a granite building 
for the story, but w-e couldn't ctiord it because constr uct- 
ing that giant spaceship for the Aldebaran Battle scene 
took such o big bite out of he budget. But he concrete 
IS covered with o plastic veneer hat does LOCK a iot 
like granite. 

> READ THE SIGN 

“OUTSKIRTS OF LONDON BLOOD BANK: We pay 
£30 for o Dint of blood. Painless, takes only an hour. 

Rina doorbell for admittance.” 

> EAST 

Tne Blood Bank door is closed. 

>OPEN IT 
It's locked. 

> RING THE DOORBELL 

You already did hat, didn't you? 

>NO IL 

1 think you're wrong. I'm a computer, so 1 have a rea.ly 
terrific memory, and I'm almost positive you ciready 
rang he doorbell. Couldn't you be mistaken? 

>NO 

Hmmm . . . well, 1 just locked bock, and 1 guess you aidn t 
nnc he doorbell after all. Do you still want to ring he 
doorbell? 

>YES . a 

The be!! rings. A minute later, a stooped mar. opens tt .e 
door and beckons you to enter. 



Instruction Manual 21 




> ENTER THE BLOOD 3ANK 
Waiting Room 

This is a dim room with exits to the east and west. A nar- 
row, winding stair ieads downward. The room is sparsely 
furnished with several uncomfortable-looking benches. 
Tnere is no one waiting ahead of you. There is a botHe of 
smelling salts here. 

The stooped man slams the front door and bolts it. 
"Please . . . have a seat. It will only be several . . . 
minutes." He exits to the east. 

> SIT DOWN 

What do you want to sit down on? 

> THE BENCH 

You are now sitting on the bench. 

> ENJOY THE BENCH 

Easier said than done, considering how hard and 
uncomfortable the bench is. 

> TAKE THE BOTTLE OF SMELLING SALTS 
You can't reach it from the bench. 

>$TAND UP 

You are on your own feet again. 

>TAKE THE BOTTLE OF SMELLING SALTS 
Your load is too heavy. 

> INVENTORY 
You have: 

a briefcase 
a suit 

It looks like the suit contains: 
a ten-pound note 
a grapefruit 

>OPEN THE BRIEFCASE 

Opening the briefcase reveals an array of granola 
samples. 

> DROP THE GRAPEFRUIT THEN TAKE THE BOTTLE 
OF SMELLING SALTS 

Dropped. 

Taken. 



> WAIT 

After all, what's a waiting room for? Time passes . . . 

The stooped man enters, pushing a wheeibarrow full of 
bones. You're no expert on the subject, but they sure 
don't look like chicken bones. He spills the bones down 
the winding stairway. 

> WEST 

The front door is closed. 

>OPEN THE DOOR 

Which door do you mean, the front door or the labora- 
tory door? 

> FRONT 
It's bolted. 

>LOOK 
Waiting Room 

This is a dim room with exits to the east and west. A nar- 
row, winding stair leads downward, ihe room is sparsely 
furnished with several uncomfortable-looking benches. 
There is no one waiting ahead of you. 

There is a grapefruit here. 

The stooped man is here, pushing a wheelbarrow. 

> STOOPED MAN, OPEN THE FRONT DOOR 
"Who are you calling stooped? i've got a name you 
know — Igor." 

> IGOR, OPEN THE FRONT DOOR 

Igor chuckles. "Don't be nervous. It's completely. . . 
painless. There's nothing to worry about." 

> IGOR, WHAT ABOUT THE BONES? 

"Oh! Urn, they're just . . . fake bones . . . we use for the 
. . . anatomy class on Wednesdays!" 

A gaunt man emerges from the doorway to the east. 
"Igor, bring in the next subject." He exits. 

> BREAK DOWN THE STREET DOOR 
This results in a very sore shoulder . 

"If you'll just . . . step this way," says Igor, producing a 
cattle prod. 

> DON'T WALK EAST 

You bravely hold your ground. Igor pokes you with the 
prod. You feel less brave. 



22 Instruction Manual 



A/ALK EAST 
Doratory 

s is an even dimmer room filled with strange appa- 
us. A person-sized table fills the center of the room, 
s mad scientist is here, rubbing his hands. 

Dr enters behind you and locks the door. 

DON'T PANIC 
u try your best. You fail. 

he table . . . please lie down ... on the table, says 
or, fondling the prod. 

LIE DOWN ON THE TABLE 

du are now lying on the table. The mad scientist quickly 
tackles your wrists and ankles. 

MAD SCIENTIST, LET ME GO 
Who are you calling mad? They called me mad at 

)xford also, but I'll show them 1 # , 

ne mad scientist produces a hypodermic needie hhed 
nth a bubbling green fluid. He slowly inserts the needle 
ito your arm. 'Ever/thing becomes dark and fuzzy. . . 

>LOOK 

iver/thing is dark and fuzzy. 

> NORTH 

f you recall, you passed out a rew moves ago. 

; \GNOSE 

f you recall, you passed out a few moves ago. 

> LOOK AT ME 
Everything is dark and fuzzy. 

>WA1T 
Time passes . . . 

The fuzziness clears, and you find yourself in a strange 
new location. 



> OPEN THE MAILBOX 

Opening the small mailbox reveals a leaflet. 

> INVENTORY 
You have: 

a briefcase 

It looks like the briefcase contains: 
an array of granola samples 
a suit 

It looks like the suit contains: 
a ten-pound note 
a bottle of smelling salts 

> SMELL THE SMELLING SALTS 

It smells just like the lid of a bottle of smelling salts. 

>OPEN THE BOTTLE 

Opened. 

> SMELL THE SMELLING SALTS 

The smell is overpowering. Your surroundings btur and 
grow indistinct . . . 

Laboratory 

Sitting on the table are: 
some bones 

Sitting on your workbench is: 
a hypodermic needle 
a book 



> IGOR, REMOVE THE BONES # 

"Yes, master." Igor clears the table. There s another 

subject waiting outside. 









"Yes, master." 

> WHO AM 1 , n . 

You are Baron von Edeistein, the "Mad Professor of 

Oxford." 



>LOOK 

West of House , 

You are stcnding in an open field west of a white nouse. 

with a boarded front door . 

There is a small mailbox here. 



Instruction Manual 23 






> EXAMINE THE HYPODERMIC NEEDLE 

It is filled with o bubbling green fluid., your identity 
transfer serum. 

> READ THE BOOK 
(taking the book first) 

The book is entitled "Who's Who in interactive Fiction 
Sample Transcripts." It would take hours and hours to 
read the whole thing; perhaps you'd like to consult the 
book about a specific individual? 

> CONSULT THE BOOK ABOUT ME 

The entry about Baron von Edelstein reads, "A minor 
and poorly deve’oped character in the HITCHHIKER'S 
sample transcript." 

Igor prods the subject into the room and onto the table. 

> INJECT THE SUBJECT WITH THE SERUM 
You're not holding the hypodermic needle. 

>TAKE THE HYPODERMIC NEEDLE 
Taken. 

> INJECT THE SUBJECT WITH THE SERUM 

The subject, whom you forgot to shackle to the table, 
pushes you away. In the ensuing struggle, you acciden- 
tally inject yourself with the serum. Lights whir! around 
your Head. Especially red, yellow, and green lights. The 
lights slow down and finally stop whirling, and you real- 
ize that . . . 

Your taxi is stopped at a traffic light. It's been an hour 
since your last fare. Suddenly, someone pulls open the 
door and slides into the back seat. "Corner of Frob- 
bington and Foominster, please." 



Appendix F \ 

We’re Never Satisfied 

Here at Infocom, we take great pride in the quality o; 
our products, although all things being equal we’d \ 
rather lie on the beach than fix "bugs.” However, 
even after our stones are “out the door,” we’re con- . 
stantly improving, honing and perfecting. 

Your feedback is important. No matter how much 
testing we do, it seems that some“bugs”never crawl 
into view until thousands of you begin doing all those 
wild and crazy things to the story'. If you find a 
“bug.” or if you think a certain puzzle was too hard 
or too easy, or if you have some other suggestion, or 
if you’d just like to tell us your opinion of the story, 
drop us a note! We love every' excuse to stop work- 
ing, and a letter from you is just such an excuse! 

Write to: 

Infocom, Inc. 

55 Wheeler Street 

Cambridge, MA 02138 
Attn: MARVIN 

Appendix G 

If You Have Technical Problems 

You can call the Infocom Technical Support Team to 
report “bugs” and technical problems, but not for 
hints to solve puzzles, at (617) 576-3190. If your disk 
develops a problem within 90 days after purchase, 
we will replace it at no charge. Otherwise , there is a 
replacement fee of $5.00 (U-S. currency). If you call 
to report a “bug,” please provide your release num- 
ber, which you can find by typing VERSION. Please 
return your registration card if you’d like to be on our 
m ailin g list and receive our newsletter, THE HEW 
ZORK TIMES. 





JY. 



24 



Instruction Manual 




Appendix H 
Author Biographies 

Douglas Adams. Douglas Adams graduated from 
Cambridge in 1974, where he was an active member 
of the Footlights Club, which has launched the ca- 
reers of many of Britain's great comics. He has col- 
laborated on several projects with Monty Python’s 
Graham Chapman, and has served as a writer and 
script editor for the TV series “Dr. Who." THE 
.HITCHHIKER’S GUIDE TO THE GALAXY began 
in 1978 as a BBC radio serial, and its popularity soon 
propelled it into four books, a television series, two 
records, and a stage show. Adams has the distinction 
of being the number one entry (thanks to alphabeti- 
cal order) In the “British Guide to Tall Zany Comic 
Science Fiction Writers,” where his entry' reads 
“Mostly harmless.” 

Steven Meretzky. Steven Meretzky was born in 
mid-1957, frightening the Soviet Union into the early 
launching of its Sputnik satellite. Meretzky ’s gestalt 
was shaped by a number of painful childhood experi- 
ences. including rooting for the New York Mets. He 
blames his interactive fiction on a combination of 
growing up in Yonkers and studying at MIT. (We use 
“studying” in the most general sense.) Meretzky 
has never been a rutabaga farmer, and believes that 
eating granola is a decision that should be left to the 
Individual’s conscience. Meretzky now lives near 
Boston, and has been working for Infocom since 
1982 as an experimental alternative lifestyle to un- 
employment. He apologizes for PLANE i FALL" and 

sorcerer: 



Appendix I 

Copyright and Warranty Information 

Limited Warranty 

This software product and the attached instructional materials are sold 
“AS IS,” without warranty as to their performance The entire risk as 
to the quality and performance of the computer software program is 
assumed by the user. 

However, to the original purchaser of a disk prepared by Infocom and 
earning the Infocom label on the disk jacket. Infocom, Inc. warrants 
the medium on which the program is recorded to be free from defects in 
materials and faulty workmanship under normal use and service fora 
period of ninety (90) days from the date of purchase. If during this pe- 
riod a defect on the medium should occur, the medium may be returned 
to Infocom, Inc. or to an authorized Infocom. Inc. dealer, and Infocom. 
Inc will replace the medium without charge to you. Your sole and exclu- 
sive remedy in the event of a defect is expressly limited to replacement 
of the medium as provided above. 

THE .ABOVE WARRANTIES FOR GOODS ARE IN LIEU OF .ALL 
WARRANTIES. EXPRESS, IMPLIED. OR STATUTORY. INCLUD- 
ING. BUT NOT LIMITED TO, .ANY IMPLIED WARRANTIES OF 
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PUR- 
POSE .AND OF .ANY OTHER WARRANTY OBLIGATION ON THE 
PART OF INFOCOM. INC. IN NO EVENT SHALL INFOCOM, INC. 
OR .ANYONE ELSE WHO HAS BEEN INVOLVED IN THE CREA- 
TION AND PRODUCTION OF THIS COMPUTER SOFTWARE 
PROGRAM BE LLABLE FOR INDIRECT, SPECLAL, OR CONSE- 
QUENTIAL DAMAGES, SUCH AS, BUT NOT LIMITED TO. LOSS 
OF ANTICIPATED PROFITS OR BENEFITS RESULTING FROM 
THE USE OF THIS PROGRAM. OR ARISING OUT OF ANY 
BREACH OF THIS W ARRANTY SOME STATES DO NOT .ALLOW 
THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSE- 
QUENTIAL DAMAGES. SO THE .ABOVE LIMITATION MAY NOT 
.APPLY TO YOU. 

N.B. After the warranty period, a defective Infocom disk may be 
returned to Infocom. Inc. with a check or money order for $5.00 
fU S. currency) for replacement. 

Copyright 

The enclosed software product is copyrighted and ail rights are 
reserved by Infocom. Inc. It is published exclusively by Infocom. Inc. 
The distribution and sale of this product are Intended for the use of the 
original purchaser only arid for use only on the computer system spe- 
cified. Lawful users of this program are hereby licensed only to read the 
program from its medium into memory of a computer solely for the 
purpose of executing the program. Copying ; except for one backup 
copy on those systems which provide for it — see Reference Card), du- 
plicating, selling, or otherwise distributing this product is a violation of 
the law. 

This manual and ail other documentation, contained herein are copy- 
righted and ail rights reserved by Infocom. Inc. These documents may 
not. in whole or in part, be copied, photocopied, reproduced, trans- 
lated, or reduced to any electronic medium or machine-readable form 
without poor written consent from Infocom, Inc. 

Willful violations of the Copyright Law of the United States can result 
in civil damages of up to $50,000 in addition to actual damages, pius 
criminal penalties of up to one year imprisonment and: or $10. (KX) fine. 

PL.ANETFALL and SORCERER are trademarks of Infocom. Inc. 

THE HITCHHIKER'S GUIDE TO THE GALAXY is. a trademark of 
Douglas .Adams. 

C I9S4 Infocom. Inc 
Printed in U S. A 



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— JtT*\ 



Giardini /Russell Inc., 100 Galen Street, Watertown, MA 02172, 617-926-5030 



Date: 7/5/84 

Number: INFP3-1064 

(Destruct order #1) 

(My typewriter can't do this) 



Client: Infocom 

Title: HITCHHIKER'S Destruct Orders 



(Destruct order #2) 
(Copy) 

ORDER FOR DESTRUCTION 



in the Year of 



Be it known that on this day the 4th of October 

ms ~ 

Our Lord 1905" that by decree of the Domicile Demolition Department 

skirt, of 



County, the residence of Art hur Dent at 
155 Country Lane in the town of tat 



indomTWTch shall 



herewith be demolished, destroyed and otherwise transformed into a 
nondescript heap of pulverized rubble; this order to be carried out 
postehaste, said resident(s) having evacuated said premises within 
~75Q days of the issuance of this document; 



said demolition being necessitated by reason of: 



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National emergency, 

Black Plague hazard. 

Technical matters far too complex for the average layperson to begin 



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7/5/84 

Number: INFP3-1064 
Page: 2 




to comprehend. 
It's in the way. 



Said property has been seized by Right of Eminent Domain for future use as 



(Check one) 

Parking facilities. 

Shopping mall . 

Wildlife sanctuary. 

Hunting grounds. 

New offices for Domicile Demolition Department. 

Vacant lot. 

^Other (please specify): Part of bypass between point A and 

point B. 



We the undersigned do hereby authorize the execution of this order 
through the powers vested in us by the State. God Save the Queen! 

t 

(The signatures of Katie Blue, Harle Perkins and David W. Haskell, or 
autographs of any three people who happen to be around when we need 
this signed. Labels for each of the signatures are as follows): 



Date: 7/5/84 

Number: INFP3-1064 
Page: 3 



G/R 



Commissioner, Domicile Demolition Department 
Vice Commissioner, Domicile Demolition Department 
Mail Clerk, Domicile Demolition Department 

(Copy on seal) 

Domicile Demolition Department 
Demo! i ri Domi ci 1 i urn 



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IIDE TO THE GALAXY 



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This may well be the most impor- 
tant product announcement we’ve 
ever sent you. Because Infocorris 
new HITCHHIKER’S GUIDE TO 
THE GALAXY figures to rival 
ZORK® itself as the best-selling 
computer game of all time! 

A Universe of 
Potential Customers 
in the Millions! 

HITCHHIKER’S lets you capitalize 
on two enormous market seg- 
ments. It’s a natural for the 
5,000,000-plus people who bought the novel, The Hitchhiker's 
Guide to the Galaxy by Douglas Adams. And that’s on top of 
Infocom’s avid horde of fans— a solid base of customers who’ve 
proven their loyalty with over 80% repeat sales! 

Packaged for 
Astronomical Sales! 




No one packages a game like Infocom. And we’ve done it again 
with HITCHHIKER’S. It comes in our new standardized pack- 
aging that actually lets your customers see what they’re getting 
inside -including many tangible playing pieces that add immense 
value to the game. And outside, HITCHHIKER’S works like a 
super salesman, attracting attention with its unique appearance, 
and clinching sales with vivid and exciting descriptions and graphics ! 




55 Wheeler St., Cai 



ZORK is a registered trademark of Infocom, Inc. 

THE HITCHHIKER’S GUIDE TO THE GALAXY is a trademark of Douglas Adams. 





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tant product announcement we've 
ever sent you. Because Infocom's 
new HITCHHIKER'S GUIDE TO 
THE GALAXY figures to rival 
ZORK® itself as the best-selling 
computer game of all time! 

A Universe of 
Potential Customers 
in the Millions! 

HITCHHIKER’S lets you capitalize 
on two enormous market seg- 
ments. It's a natural for the 
5,000,000-plus people who bought the novel, The Hitchhiker's 
Guide to the Galaxy by Douglas Adams. And that's on top of 
Infocom's avid horde of fans— a solid base of customers who've 
proven their loyalty with over 80% repeat sales! 

Packaged for 
Astronomical Sales! 



No one packages a game like Infocom. And we've done it again 
with HITCHHIKER’S. It comes in our new standardized pack- 
aging that actually lets your customers see what they're getting 
inside -including many tangible playing pieces that add immense 
value to the game. And outside, HITCHHIKER'S works like a 
super salesman, attracting attention with its unique appearance, 
and clinching sales with vivid and exciting descriptions and graphics! 




55 Wheeler St., Cai 



ZORK is a registered trademark of Infocom, Inc. 

THE HITCHHIKER’S GUIDE TO THE GALAXY is a trademark of Douglas Adams. 





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si" 











.FSTR 


FSTR?l,"the " 


J 1 70 4 


85 2 






. F ST R 


FSTR?2,"You " 


5 8 52 


284 






.FSTR 


F$TR?3*“ you '» 


; 734 


392 






.FSTR 


FSTR?4,"snc " 


; 754 


2 77 




V J 


.FSTR 


FSTR75,", " 


; 7 5 2 


752 






.FSTR 


FSTR?6, M The " 


5 645 


215 




r^- 


.FSTR 


F S T R ? 7 , " . " 


:520 


520 






.FSTR 


FSTR78*" that » 


; 4 3 2 


164 






.FSTR 


FSTR ?9 * "your " 


; 4 s o 


160 






.FSTR 


FSTR710 i"of " 


; 443 


448 






.FSTR 


F S T R ? 1 1 * " t o " 


; 418 


418 






. c S T R 


FSTR?12,"is " 


S 361 


361 






.FSTR 


FSTR713» "can't » 


; 3 1 o 


6 2 






.FSTR 


= STR?14»" have " 


5 2 70 


90 






.FSTR 


FSTR? 15 , “ u) i t h " 


5 2 67 


3 9 






.FSTR 


FSTR716* "are " 


; 254 


127 






• FSTR 


FSTR717 >*’ from " 


; 2 2 5 


75 






.FSTR 


c S T R ? 1 3 * " i r » 


5 2 2 2 


2 22 






.FSTR 


FSTR719,” There " 


5220 


44 






.FSTR 


FSTR720 , "which " 


; 2 0 3 


52 






.FSTR 


FSTR721* "through. 


II 


5 204 


3 4 




.FSTR 


FSTR?22,"fcr " 


; 202 


101 






.FSTR 


P STR723 »" about " 


; 200 


50 






.FSTR 


F$TR?24,"Fcrd n 


; 192 


48 




r ' 


.FSTR 


F$TR?25»"this " 


; 177 


59 






.FSTR 


F$TR726»’* into " 


; 174 


5 3 






.FSTR 


F$TR?27,"It 's " 


; 170 


3 4 






.FSTR 


FSTR?2Sf” It “ 


5 164 


82 




/»S 


.FSTR 


FSTR?29, H TFis " 


; 164 


41 




r - 

v V 


.FSTR 


FSTR73Q*" Arthur 


" ; i so 


2 5 






.FSTR 


FS TR 73 1 , "s,t a 11 " 


; 148 


37 






.FSTR 


FSTR732, "nothing 


II 


5 144 


24 




.FSTR 


FSTR733," something » 


5 144 


IS 


.*“■ 


.FSTR 


FSTR734, "Prosser 


II 


5 140 


20 




.FSTR 


FSTR?35f" bulldozer " 


5 136 


17 




.FSTR 


FSTR736 , "Beast " 


5135 


27 






.FSTR 


FSTR737 , "around 


" 5 13 0 


26 






.FSTR 


FSTR738 ,"Iir,profca 


b i 1 i t y " 


5 130 


10 




.FSTR 


FSTR739,»it " 


; 129 


129 






.FSTR 


FSTR740," already 


If 


5 126 


21 




.FSTR 


FSTR741 »" Vcgor " 


; 125 


25 






.FSTR 


FSTR742*" don't " 


5120 


24 






.FSTR 


FSTR743 ,"Ycu 're 


» 5 119 


17 






.FSTR 


FSTR744," little 


" 5 115 


23 






.FSTR 


FSTR?45,"like " 


5111 


37 




/— 


.FSTR 


FSTR746»"but " 


5 10 6 


e 3 






.FSTR 


FSTR747 » " u» i 1 1 " 


5 105 


35 






.FSTR 


c STR?48,"see " 


5 104 


52 






.FSTR 


FSTR?49» "has 11 


5 104 


C ^ 
2 C 






.FSTR 


FSTR750, "There's 




5 104 


13 




.FSTR 


FSTR751, "Hitchhiker's " 


5 104 


a 

w 




.FSTR 


FSTR752, "looks " 


« • 

o 

o 


25 






.FSTR 


FSTR753, "Fugblstter » 


5100 


10 




.FSTR 


FSTR?54,"cn » 


5 96 


96 






.FSTR 


FSTR 7 55 , "would » 


5 92 


23 




v, ^ 


.FSTR 


FSTR756," seems " 


592 


23 






.FSTR 


FSTR757, "going » 


5 92 


2 3 






.FSTR 


FSTR?53,"very " 


5 9 0 


3 0 






.FSTR 


FSTR759*" so^e « 


5 90 


30 






.FSTR 


FSTR?60f"says " 


590 


30 








r 



• F STR 


FSTR761 


"you're " ; 


9 0 


15 




. F S T R 


F S T R 7 6 2 


"Cybernetic 


3 .« 


; 8 3 


8 


.FSTR 


FSTR763 


" uj h a t " ; 


87 


29 




. F S T R 


c S T R 7 6 4 


"his " : 


86 


43 




.FSTR 


F S T R 7 6 5 


"you" ; 


85 


8 5 




.FSTR 


FSTR 766 


"Heart " ; 


S3 


17 




.FSTR 


FSTR767 


" c a n " I 


34 


42 




.FSTR 


c S T R 7 6 S 


"it's " ; 


84 


21 




.FSTR 


FSTR 7 6 9 


"because " 




; s 4 


14 


.FSTR 


FSTR770 


"probably " 


; 84 


1 2 


.FSTR 


FSTR771 


"doesn't " 




; 3 4 


12 


.FSTR 


FSTR772 


"anything " 


; 84 


12 


.FSTR 


C STR?73 


"at" ; 


32 


8 2 




.FSTR 


F STR 7 7 4 


" he" ; 


82 


41 




.FSTR 


F STR 7 7 5 


"out " ; 


80 


40 




.FSTR 


F STR 7 76 


"large " J 


80 


20 




.FSTR 


FSTR777 


"Engineer " 


; s o 


10 


.FSTR 


F S T R ? 7 S 


"Nutrimat" 




; 7 t 


11 


.FSTR 


FSTR779 


"transference " 


:n 


7 


.FSTR 


=STR?50 


"be " 


75 


75 




.FSTR 


FSTR781 


"just " 


75 


25 




.FSTR 


c STR 7 S 2 


"should " 


75 


15 




.FSTR 


FSTR783 


"across " 


75 


15 




.FSTR 


f S T R 7 S 4 


"net " 


74 


37 




.FSTR 


FSTR785 


"all " 


74 


37 




.FSTR 


FSTR786 


"here" 


72 


3 6 




.FSTR 


FSTR767 


"been " 


72 


24 




.FSTR 


FSTR786 


"their " 


72 


13 




• FSTR 


c STR? 89 


"Trillian 




172 


9 


.FSTR 


FSTR790 


" t o ui a r d " 


70 


14 




.FSTR 


FSTR791 


"back " 


69 


23 




.FSTR 


FSTR792 


"(there " 


6 8 


17 




.FSTR 


FSTR793 


"robot " 


63 


17 




.FSTR 


F S T R 7 9 4 


"feel " 


6 6 


22 




.FSTR 


F S T R 7 9 5 


"you've " 


6 6 


1 1 




.FSTR 


FSTR 7 96 


"holding " 




: 66 


11 


frequency table 


of 96 most 


c o rr nr, o n 


nords 





WORDS : : 




•TABLE 

F S T R 7 1 

F S T R ? 2 

FSTR73 

F STR 74 

F S T R 7 5 

FSTR76 

FSTR77 

FSTR7S 

FSTR79 

FSTR710 

FSTR7U 

FSTR712 

FSTR713 

FSTR714 

FSTR715 

F S T R 7 1 6 

F $ T R 7 1 7 

=STR?18 

FSTR719 







> ) ) 



(jo^rvcy 



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.FSTR 


C STR?1, 


"the « 




1788 


69 4 




.FSTR 


FSTR72, 


"You » 




876 


292 




. c S T R 


FSTR73, 


% " 




8 55 


6 55 


(T^ 


. c S T R 


FSTR74, 


"you " 




778 


3 89 




.FSTR 


e S T R 7 5 > 


"and " 




778 


389 




.FSTR 


FSTR76, 


"The " 




693 


231 




.FSTR 


FSTR77 , 


"your 


it 


537 


179 




.FSTR 


FSTR7S , 


it it 

• 




5 29 


529 




.FSTR 


FSTR79, 


"that 


it 


522 


174 




.FSTR 


FSTR 7 1 0 


* " o f " 




467 


467 




.FSTR 


FSTR711 


,"tc " 




415 


415 




.FSTR 


FSTR712 


, "is " 




384 


384 




.FSTR 


FSTR ? 1 3 


f "can ' 


t " 


355 


71 




.FSTR 


FSTR714 


»"hove 


ti 


232 


94 




.FSTR 


p S TR 7 1 5 


« " f r o m 


» 


273 


91 




.FSTR 


FSTR 7 1 6 


» " a r e 


it 


270 


135 




.FSTR 


p S T R 7 1 7 


♦ " oj i t h 


ii 


267 


8 9 




.FSTR 


F STR? 1 8 


* " i r » 




225 


2 25 



• FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.?=STR 
.FSTR 

• FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
. p ST R 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 



FSTR719 

F STR ? 2 0 

P STR?2 1 

FSTR ? 2 2 

FSTR723 

FSTR 7 24 

FSTR725 

FSTR726 

c S T R 7 2 7 

F S T R 7 2 3 

=STR?29. 

F S T R 7 3 0 

FSTR731 

F S T R 7 3 2 

FSTR 7 3 3 

FSTR734 

FSTR735 

FSTR736 

FSTR737 

FSTR? 33 

FSTR739 

FSTR740 

FSTR741 

FSTR 742 

p S T R ? 4 3 

F S T R 7 4 4 

FSTR 745 

F S T R 7 4 6 

FSTR74T 

FSTR748 

c S T R 7 4 9 

FSTR750 

F S TR 7 5 1 

FSTR752 

FSTR753 

FSTR754 

FSTR755 

FSTR756 

FSTR757 

FSTR753 

FSTR759 

FSTR? 60 



"through " 




; 216 


36 


"There " 


; 215 


43 




"for " 


; 212 


106 




"about " 


; 2 0 8 


52 




"this " 


;204 


6 8 




"which " 


;zoo 


50 




"Ford » 


; 1 9 2 


48 




"It's " 


: 1 8 o 


3 6 




"into " 


: 1 7 7 


59 




"something 


it 


; 176 


22 


"It « 


; 166 


8 3 




"Arthur " 


: 162 


2 7 




" T r i s » 


; 1 60 


4 0 




"You're " 


; 1 54 


22 




"nothing " 




: 1 5 o 


25 


" already " 




; iso 


25 


"Irrorobability " 


; 143 


11 


"s rrall » 


; 140 


35 




" around " 


; 140 


28 




" Prosser " 




; 140 


2 0 


"bulldozer 


M 


: 136 


1 7 


"Cybernetics " 


; 132 


12 


"like " 


; 129 


43 




"it » 


; 128 


128 




"doesn't " 




? 126 


18 


"don't » 


; 125 


25 




"Beast " 


; 120 


24 




"holding " 




; 114 


19 


"but " 


: 112 


5 6 




"There's " 




; 112 


1 4 


" t o ai a r a " 


; 1 1 o 


22 




"little » 


; 1 10 


22 




"Vcgon " 


: 1 1 o 


2 2 




"see " 


; 106 


53 




" o r " 


; 102 


102 




"will » 


; 102 


34 




"looks " 


; loo 


25 




"net " 


; 9 8 


49 




"probably 


n 


; 9 8 


14 


" h c s » 


; 96 


43 




"says " 


; 96 


3 2 




"you're " 


;96 


16 










.FSTR 


FSTR761* "very " 


; 93 


31 






. F S T R 


FSTR7 6 2 » " y a u " 


:92 


92 






. FSTR 


FSTR?63,"st " 


; 92 


92 




r 


. F STR 


FSTR?64,"out " 


: 9 2 


46 






.FSTR 


FSTR765," their " 


:92 


23 






.FSTR 


FSTR7 6 6 » " anything 


n 


: 91 


13 




.FSTR 


FSTR?67,"his " 


: 90 


4 5 






.FSTR 


p STR7o 8, "Footnote 


« 


; 83 


11 




.FSTR 


FSTR769," Corporation " 


; a s 


8 


r- 


.FSTR 


F$TR?70,"just " 


:87 


29 






.FSTR 


=STR?71,"here» 


:86 


43 






.FSTR 


FSTR772, "can " 


; 86 


43 






.FSTR 


= STR?73,"ujcu1c " 


; 84 


21 






.FSTR 


FSTR774 , "large " 


;84 


21 






.FSTR 


FSTR?75,"it 's " 


; 34 


21 






.FSTR 


p STR?76,"He " 


; 8 2 


A1 






.FSTR 


FSTR777, "uihat » 


; 8 1 


27 






.FSTR 


F$TR?7S,"scme " 


; s l 


2 7 






.FSTR 


FSTR?79,"all " 


; so 


40 






.FSTR 


FSTR780," seems » 


: 30 


2 0 






.FSTR 


-STR761 , "Trillion 


I* 


: so 


10 


r~- 


.FSTR 


FSTR7S2 , "engineer 


it 


; so 


10 




.FSTR 


FSTR783," you've » 


: 78 


13 






.FSTR 


FSTR784," between " 




; 7 8 


13 




• FSTR 


FSTR735," because " 




: 7 a 


13 




.FSTR 


FSTR786," something 


H 


; 7 7 


1 1 




.FSTR 


FSTR 787," transference " 


; 77 


7 


*— ■ 


.FSTR 


FSTR7S8, "think " 


; 72 


18 






.FSTR 


FSTR789, "there " 


; 72 


18 






.FSTR 


FSTR 7 90, "robot " 


; 7 2 


18 






.FSTR 


FSTR791," going " 


; 7 2 


18 






.FSTR 


FSTR?92,"Ycur " 


* 7 2 


13 






.FSTR 


FSTR 7 93, "several » 




; 7 2 


12 


0^ 


• c $ T R 


FSTR794 , "Sirius " 


; 7 2 


12 






.FSTR 


FSTR795,"Urfortunetely" 


; 72 


6 




.FSTR 


FSTR?96,"be " 


: 7 1 


71 


















; word frequency table of 96 most 


common 


ui c r d s 


















words:: .table 












FSTR ?1 












F S T R ? 2 












FSTR ? 3 












FSTR74 










r^ 


FSTR75 












FSTR76 












F S T R ? 7 










r 


F$TR?8 












FSTR79 












F S T R 7 1 0 








0~ 


FSTR711 










FSTR712 










FSTR713 








r^ 


FSTR714 








\ wr - / -. 


FSTR715 










FSTR716 








r~- 


FSTR 7 1 7 










FSTR718 










FSTR71 


9 









-J 



R-^O^VVCnJ 



r" 


.?=STR 


FSTR?1»" the " 




1658 


829 






.FSTR 


FSTR?2»“ You “ 




337 


279 




/*“N 


• FSTR 


FSTR 73 * “ > “ 




836 


8 36 






• PST R 


PSTR?4,’'snd " 




742 


371 






.-STR 


PSTR?5» M you ” 




724 


362 






.FSTR 


F $ TR 7 6 » "The " 




666 


222 




r- 


. P S T R 


F$TR?7 , "your " 




519 


17? 






.FSTR 


FSTR78*". " 




512 


512 






. P S T R 


FSTR? 9, “that " 




4 98 


166 






.FSTR 


FSTR?10,“of “ 




4 3C 


^30 






.FSTR 


PSTR711 »” to " 




384 


33 4 






.FSTR 


F$TR?12,“is " 




3 56 


356 




r* 


.FSTR 


FSTP713, “can't “ 




3 30 


66 






.FSTR 


FSTR?14,“ with “ 




264 


88 






.FSTR 


PSTR715 > " a r e » 




258 


129 






.FSTR 


FSTR?16,“have « 




249 


8 3 






.FSTR 


PSTR717 » "from ” 




249 


S3 






.FSTR 


c STR?13,“in " 




219 


219 




<- 


.FSTR 


P S T R 7 1 9 j “about “ 




200 


50 






.FSTR 


=STR?20,“fcr “ 




198 


9 9 






.FSTR 


PSTR721 » “this ” 




198 


66 






.FSTR 


F$TR?22>“ through 


It 




; 198 


33 




.FSTR 


f: STR?23»" There » 




195 


39 






.FSTR 


?: STP?24» “which “ 




o 

CO 

H 


4 5 




r^ 


.FSTR 


FSTR725, “somethin 




II 


; 176 


22 




.FSTR 


c STR?26,“It's “ 


« 


175 


35 






.FSTR 


FSTR?27,»Pcrd “ 




168 


42 




s~* 


.FSTR 


PSTR?28,"It “ 




160 


3 0 






.FSTR 


PS TR 7 29 , “Arthur » 


*15 6 


26 






.FSTR 


C STR?30 , "nothing 


M 




; 150 


25 




.FSTR 


c $ T R 7 3 1 » “ i n t o » 


« 


144 


48 






.FSTR 


FSTR?32,“This " 


« 


144 


36 






.FSTR 


FSTR733* “You 're » 




140 


20 






.FSTR 


PSTR734, “Grosser 


II 




; 140 


20 




.FSTR 


PSTR735, “already 


II 




; 138 


23 




.FSTR 


F S T R 7 3 6, “doesn't 


II 




; 133 


19 




.FSTR 


FSTR737, “small » 


; 132 


33 






.FSTR 


f STR 7 3 3, “don't “ 


; 1 30 


26 






.FSTR 


PSTR739, “around “ 


; i 3 o 


26 




r* 


• p S T R 


FSTR740, “Improbability " 


:i30 


1G 




.FSTR 


F$Tfi?41,“like “ 


; 126 


42 






.FSTR 


PSTR742 > " i t “ 


; 1 2 2 


122 






.FSTR 


FSTR743* "bulldozer 


it 


; 120 


15 




.FSTR 


FSTR? 4^, “Beast “ 


. ; us 


23 






.FSTR 


PSTR?45»” but “ 


; U4 


57 






.FSTR 


PSTP746 , "T Here 's 


M 




; i 1 2 


14 




.FSTR 


F S TR 7 47 , “holding 


n 




J 106 


18 




.FSTR 


PSTR?43,“see “ 




106 


53 




r-' 


.FSTR 


FSTR?49,"uiiil “ 




105 


35 






.FSTR 


PSTR?50,“on » 




100 


100 






.FSTR 


PSTR751 , "toward “ 




100 


20 




f*' 


.FSTR 


PSTP752, “little “ 




100 


20 






.FSTR 


FSTR753* “says “ 




9 6 


32 






.FSTR 


PSTR754," you're " 




96 


16 






.FSTR 


PSTR?55>" Footnote 






; 96 


12 




.FSTR 


-STR756, “Vogon “ 




95 


19 






.FSTR 


FSTR757 » “ n o t " 




94 


47 




r~s 


.FSTR 


c STR?58,“h33 “ 




94 


47 






.FSTR 


FSTR759, “looks " 




9 2 


23 






.FSTR 


FSTR760*" at “ 




88 


33 





r~^- 





• F ST R 


FSTR761 


t "very " 


37 


29 






. F ST R 


=STR?62 


("you" 


35 


85 




n 


. F S T R 


FSTR763 


, "out " 


64 


42 




.FSTR 


P 5TR7 64 


♦ " w h a t " 


81 


27 






. F S T R 


p S T R 7 6 5 


,"can " 


80 


40 






.FSTR 


=STR?66 


, "their » 


30 


20 




r' 


.FSTR 


FSTR 76 7 


♦"seems " 


80 


20 






.FSTR 


F S T R ? 6 8 


♦"here" 


78 


3 9 






.FSTR 


FSTR 769 


♦"just " 


78 


26 






.FSTR 


FSTR770 


♦"you've " 


78 


13 






.FSTR 


FSTR 77 1 


♦"because " 




M8 


13 




.FSTR 


c S T R 7 7 2 


♦"something" 


Ml 


11 




• FSTR 


f STR 7 7 3 


♦"probably " 


; 177 


11 




.FSTR 


F5TR774 


♦"all " 


: 7 6 


38 






.FSTR 


f S T R 7 7 3 


♦"even " 


75 


25 






.FSTR 


f $T R 7 7 6 


♦"his " 


; 74 


37 






• c S T R 


FSTR777 


♦"seme " 


:7 2 


24 






.FSTR 


c S TR 7 7 8 


♦"would " 


Ml 


18 






.FSTR 


FSTR779 


♦"think " 


M2 


18 






.FSTR 


f S T R 7 3 0 


♦"large " 


M2 


18 






.FSTR 


FSTR781 


,"it's " 


M2 


18 






.FSTR 


F5TR782 


♦"Trillian 


it 


M2 


9 




.FSTR 


FSTR763 


♦"Unfortunately" 


; 72 


A 




.FSTR 


FSTR784 


♦"its " 


MO 


35 






.FSTR 


FSTR785 


♦ "He " 


MO 


3 5 






.FSTR 


FSTR786 


♦"anything " 


; 70 


10 




.FSTR 


FSTR787 


,"D£ " 


; 6 3 


68 






.FSTR 


FSTR788 


♦"other " 


: 6 8 


17 






.FSTR 


f S T R 7 8 9 


♦"Your " 


; 68 


17 






.FSTR 


FSTR79C 


♦"hear " 


; 66 


22 






.FSTR 


F S T R 7 9 1 


♦"several " 




; 66 


11 




.FSTR 


F STR ? 9 2 


♦"anything" 




; 66 


11 




.FSTR 


FSTR793 


♦"across " 


;65 


13 




<■>> 


.FSTR 


FSTR794 


♦"Hitchhiker's " 


; 65 


s 




.FSTR 


FSTR795 


♦"towel " 


;64 


16 






.FSTR 


f$TR 7 96 


♦"closed" 


» 64 


1 6 




















Jword frequency table 


of 96 most 


common 


words 





words : : 










/**'• 



<-■ 



.TABLE 

f S T R 7 1 

FSTR72 

FSTR73 

p S T R 7 4 

FSTR75 

P STR?6 

FSTR77 

P STR?S 

FSTR79 

F S T R 7 1 0 

FSTR711 

FSTR712 

F S T R 7 1 3 

FSTR714 

FSTR715 

FSTR716 

FSTR717 

FSTR718 

FSTR719 



vRrvcy 





. F S T R 


F s T R ? 1 , »' 


the " 


1700 


850 






. F S T R 


FSTR? 2," 


♦ " 


852 


8 52 






. F S T R 


FSTR7B," 


Ycl ” 


828 


276 




. r ST R 


FSTR74, " 


3 n c M 


738 


369 






• F ST R 


F S T R ? 5 , " 


you " 


7 32 


? 6 6 






. F S T R 


F S T R ? 6 ♦ " 


The" 


6 9 9 


233 






• F S T R 


F S T R 7 7 , « 


your " J 


534 


178 






. F S T R 


FSTR?S, , ‘ 


If 

• 


521 


521 






.FSTR 


F s T K 7 9 , " 


t h c t " 


504 


168 






• FSTR 


=STR?10, 


"of " 


438 


4 3 8 






.FSTR 


FSTR711 , 


"tc " 


3 34 


3 86 






.FSTR 


FSTR712 , 


"is" 


372 


372 




s* 


.FSTR 


c S T R 7 1 3 , 


"can't " ; 


315 


63 






. c S T R 


F S T ft 7 1 4 , 


"ujith " ; 


273 


91 






.FSTR 


f S T R ? 1 5 , 


"are" ; 


270 


1 2 C 






.FSTR 


FSTR716 , 


" f r o 7) " 


2 55 


35 






.FSTR 


FSTR717, 


"have " I 


2 52 


8 4 






.FSTR 


f S T R ? 1 8 , 


"ir " : 


223 


223 




r' 


.FSTR 


FSTR719 , 


"for " : 


2 06 


103 






.FSTR 


FSTR720 , 


"T^ere " J 


2 0 5 


4 1 






.FSTR 


FSTR721 t 


"stout " ; 


204 


5 1 




r*- 


.FSTR 


FSTR 722 , 


"through " 




J 2 Oh 


3 <* 




.FSTR 


FSTR723, 


"this " ; 


198 


66 






.FSTR 


C STR?24, 


" jj h i c h " ; 


1 8 4 


46 






.FSTR 


f S T R 7 2 5 i 


"it" ; 


166 


84 






.FSTR 


F S T R ? 2 6 , 


"Ford » ; 


168 


42 






.FSTR 


= STR?27 , 


"something 


)! 


; 168 


21 




.FSTR 


f S T R 7 2 8 , 


"Arthur " ; 


162 


27 




r^ 


.FSTR 


=STR?29, 


"This " ; 


156 


3 9 




.FSTR 


FSTR730, 


"it's » ; 


155 


3 1 






. F S T R 


r s T R ? 3 1 , 


"nothing " 




; iso 


2 5 




.FSTR 


= S T R 7 3 2 i 


" a 1 r e s d y " 




: 150 


25 




.FSTR 


FSTR733, 


"doesn't " 




; 140 


20 




• c S T R 


c $ T R ? 3 4 , 


m P rosser " 




: 140 


2 0 




.FSTR 


FSTR735 , 


" i r t o " 


13 5 


45 






.FSTR 


= STR?36 , 


"don't " 

« 


135 


27 




<*- 


.FSTR 


FSTR7 3 7 , 


"F east » 


130 


26 






.FSTR 


f S T R ? 3 8 , 


"Improbability " 


; 130 


10 




.FSTR 


= S T R 7 3 R » 


"like " 


129 


4 3 






.FSTR 


FSTR740 , 


"bulldozer 


It 


; 1 2 8 


16 




.FSTR 


c S T R 7 4 1 , 


"around " 


125 


25 






.FSTR 


F$TR?42i 


"small " 


124 


31 






. f $ T R 


FSTR74? , 


"it" 


122 


122 






.FSTR 


FSTR744, 


"There's " 




: 120 


1 5 




.FSTR 


FSTR745, 


"You're " 


119 


1 7 






.FSTR 


FSTR746, 


"but" 


112 


56 






.FSTR 


F S T R ? 4 7 , 


"Footnote " 


: 1 12 


14 




.FSTR 


FSTR?i*8 t 


" w i 1 1 " nos 


36 




a 


.FSTR 


C STR?49, 


"oecsuae " 




nos 


18 




.FSTR 


F S T R ? 5 0 , 


"see " 


1 06 


53 






.FSTR 


FSTR751 , 


"or " 


103 


103 






.FSTR 


FSTR752 , 


"you're " 


102 


17 






.FSTR 


=STR?53, 


"little » 


100 


/ n 

C \j 






.FSTR 


FSTR? 5 4, 


"says " 


9 9 


3 2 






. F S T R 


FSTR755, 


"has " 


9 6 


4 8 






.FSTR 


FSTR756, 


" t c uu a r d " 


9 5 


19 






.FSTR 


FSTR7 57 , 


"looks " 


92 


2 3 






.FSTR 


FSTR75S , 


"you" 


90 


90 






.FSTR 


FSTR 759 , 


"at " 


90 


90 






.FSTR 


FSTR76C , 


"very " 


9 0 


F 0 









r' 







r' 







.FSTR 


r S T R 7 6 2 , 


"ycu 'v a " 


9 0 


15 




.FSTR 


F S T R 7 6 3 , 


"holding H 




: 5 0 


1 5 


.F$TR 


F S T R 7 6 4 , 


"ret 11 


8 3 


44 




.FSTR 


C STR765 , 


"out " 


^4 


42 




.FSTR 


F S T R 7 6 6 , 


11 oven 11 


84 


2 8 




.FSTR 


F S T R 7 6 7 , 


" t h i r k " 


8 4 


2 1 




.FSTR 


F S T R 7 6 8 , 


M s e 9 m s " 


84 


2 1 




.FSTR 


FSTR769, 


"arytMng 




• 8 4 


12 


.FSTR 


F S T R 7 7 0 , 


"here" 


8 2 


4 1 




.FSTR 


= STR?71 , 


"can " 


82 


4 1 




.FSTR 


FSTR772, 


" ui h a t " 


81 


27 




. = S T R 


F S T R 7 7 3 , 


" t h e i r " 


3 0 


£ U 




.FSTR 


F S T R 7 7 4 , 


"closed" 


30 


a 0 




.FSTR 


FSTR775 , 


"probably 




: 77 


1 1 


.FSTR 


F S T R 7 7 6 , 


"oil " 


76 


3 8 




.FSTR 


FSTR 777 , 


" h i s » 


72 


36 




.FSTR 


F S T R 7 7 8 , 


" ui c u 1 d 11 


7 2 


1 3 




.FSTR 


= S T R7 7 9 , 


"otner " 


72 


1 8 




. = STR 


F S T R 7 8 0 , 


"it's " 


72 


18 




.FSTR 


F S T R 7 8 1 , 


" u r f o r t u n a 


teiy" 


; 72 




.FSTR 


r S T R 7 8 2 , 


"be " 


170 


7 0 




.FSTR 


F S T R 7 8 3 , 


"its " 


: 7 o 


‘ 4 . »»> 




.FSTR 


FSTR 7 84 , 


"He " 


7 0 


35 




• F S T R 


FSTR785, 


"somethin;" 


: 7 0 


10 


.FSTR 


f$TR?86» 


"down " 


; 69 


23 




• F S T R 


= STR?is7, 


"large " 


; 6 8 


17 




.FSTR 


f S T R 7 8 8 , 


"Your « 


; 68 


17 




.FSTR 


FSTR738 , 


" 3 erne " 


* 6 6 


2 2 




. =STR 


F S T R 7 9 0 * 


"several " 




; 66 


11 


.FSTR 


F S T R 7 9 1 » 


"erythirc" 




; 66 


11 


.FSTR 


FSTR 792 , 


"isn't " 


65 


1 3 




.FSTR 


F S T R 7 9 3 , 


"across " 


65 


1 3 




• FSTR 


FSTR7 94 , 


"V ego r " 


6 5 


1 3 




.FSTR 


FSTR 79 5 , 


ii - it 


64 


64 




.FSTR 


F s T K 7 8 6 , 


" t c ui e 1 " 


64 


16 




frequency table 


of 96 rest 


common 


lords 





* 0 R Q $ : : .TAEL £ 

FSTR? 1 
FSTR72 
FSTR73 
F 5 T R ? 4 
F $ T R ? 3 
F S T R ? 6 
F ST R ? 7 
FSTfi? 9 
F S T R ? 9 
z S T R ? 1 0 
F S T R ? 1 1 
p S T R ? 1 2 
= S T R ? i 3 
F S T R ? 1 4 
FSTR ? i 5 
FSTR716 
F S T R 7 1 7 
f S T R 7 1 8 
r S T R 7 1 9 






r- 


. F 5 T R 


f S T R 76 1 , 


"jus t " 


: 90 


30 




. FSTR 


F S T R 7 6 2 , 


M y c u ' v e " 


; 90 


15 




• F $ T P 


FSTR763, 


"holding " 




: 9 0 


r- 


.FSTR 


FSTR764 , 


"ret " 


: 8 8 


4 4 




.FSTR 


C STR?65, 


"OLt M 


; 8 4 


42 




.FSTR 


F S T R 7 6 6 , 


"even " 


; 64 


2 8 


r- 


.FSTR 


FSTR767, 


"think " 


: 8 4 


2 I 




.FSTR 


FSTR 768 , 


"seems " 


: 84 


21 




.FSTR 


FSTR769, 


"erytMno 


it 


: 6 4 




.FSTR 


FSTR 770 , 


"here" 


; 8 2 


41 




.FSTR 


= STR?71 , 


"can " 


; 8 2 


4 1 




.FSTR 


F S T k ? 7 2 » 


" Ui h 3 t " 


; 8 1 


27 


r 


. =STR 


F s T R ? 7 3 , 


"their " 


; so 


20 




.FSTR 


FSTR774 , 


"closed" 


; 9 0 


2 0 




.FSTR 


FSTR775 ♦ 


"probably 


H 


Ml 


f*' 


.FSTR 


FSTR776* 


"oil " 


; 76 


n ft 

V w 




.FSTR 


F S T R ? 7 7 , 


"his " 


; 72 


36 




.FSTR 


F S T R 7 7 8 , 


"aiculd " 


: 7 2 


1 8 


n- 


.FSTR 


= $ T R 7 7 9 , 


"other " 


;72 


18 




.FSTR 


F S T R 7 8 0 , 


"it's " 


Ml 


18 




.FSTR 


F S T R 7 8 1 , 


"Unfortunately" 


Ml 


r-' 


.FSTR 


FSTR782, 


"be " 


; 70 


7 0 




.FSTR 


F S T R 7 6 3 , 


"its " 


; 70 


m r» 
* W 
■ «•* 




. = STR 


FSTR784, 


"He " 


; 70 


3 5 




. FSTR 


C STR735, 


"something 


H 


M0 




.FSTR 


= $TR?86 , 


" o c uj n " 


; 69 


23 




• F S T R 


=STR?57, 


"large " 


: 6 c 


17 




.FSTR 


c STR?88 , 


"Ycur " 


; 69 


17 


% 


.FSTR 


r S T R 7 S 9 , 


"seme " 


; 66 


22 


r n 


.FSTR 


F S T R ? 9 0 , 


"several " 




: 66 




. f$TR 


FSTR791 , 


" arything" 




; 6 6 




.FSTR 


FSTR792 , 


"isn't " 


;65 


1 3 




.FSTR 


FSTR793, 


"across " 


;65 


1 3 


r* 


.FSTR 


FSTR7 94 , 


"Vcgor " 


*.65 


13 




.FSTR 


FSTR 79 5 , 


it j n 


: 64 


64 




.FSTR 


F S T R 7 9 6 , 


" t C UJ e 1 " 


; 64 


16 
















Jiiord frequency table 


of 96 Test 


common 


aords 



r- 

WORDS: : .TABLE 

FSTR71 
FSTR72 
FSTR73 • 
FSTR74 
FSTR75 
FSTR76 
FSTR77 
FSTR79 
FSTR79 
FSTP710 
FSTR711 
e S Tk 7 1 2 
p$tr?13 

FSTR714 
FSTR715 
FSTR716 
FSTR717 
-STR713 
F S T R 7 1 9 












15 



12 



1 1 



f- 



10 



1 1 
11 



r n 
















6^ ^ Ule_; 



• F S T R 


FSTR?i , 


"the » 




; 1 7 0 2 


851 




.FSTR 


FSTR72, 


n ? n 




; 846 


846 




• F ST R 


c S T R 7 3 » 


"You " 




: 8 2 2 


274 




.FSTR 


FSTR74 , 


"you " 




; 7 28 


364 




.FSTR 


FSTR75, 


"ano " 




J726 


363 




.FSTR 


PSTR76, 


"The " 




5 711 


237 




.FSTR 


FSTR 7 7 t 


II M 

• 




;523 


523 




.FSTR 


FSTR7S , 


"your " 




;522 


174 




.FSTR 


PSTR79, 


"that " 




1474 


158 




.FSTR 


FSTR710 


, "of " 




: 4 1 5 


415 




.FSTR 


FSTR711 


,"tc " 




; 383 


3 83 




.FSTR 


F S T R 7 1 2 


> " is " 




; 3 67 


367 




.FSTR 


FSTR713 


,"csn't " 




J 3 4 5 


69 




.FSTR 


FSTR714 


♦ " u» i t h " 




J 279 


93 




.FSTR 


FSTR715 


» " a r e " 




♦*2 54 


127 




.FSTR 


FSTR716 


> "from " 




;2 4 9 


8 3 




.FSTR 


FSTR717 


, " have " 




*231 


77 




.FSTR 


FSTR71 8 


, "in " 




5 217 


217 




.FSTR 


FSTR7I9 


, "for » 




?208 


104 




.FSTR 


FSTR 7 20 


9 "about " 




; 208 


52 




.FSTR 


FSTR721 


,"this » 




: 1 9 5 


65 




.FSTR 


FSTR722 


j "There " 




5 195 


39 




.FSTR 


FSTR723 


t "already 


i» 




; 186 


31 


.FSTR 


FSTR724 


9 "through 


11 




0 

CO 

r-i 

*» 


30 


.FSTR 


FSTR725 


9 "which " 




;i76 


44 




.FSTR 


PSTR726 


, "It » 




; 168 


8 4 




.FSTR 


FSTR727 


9 "something 


H 


; 1 6 0 


20 


.FSTR 


FSTR728 


, "This « 




; 156 


3 9 




.FSTR 


FSTR729 


, " F o r d " 




; 156 


39 




.FSTR 


FSTR730 


, "It'S « 




; iso 


30 




.FSTR 


F S TR 7 3 1 


9 "nothing 


11 




; 150 


25 


.FSTR 


FSTR732 


9 "Arthur " 




; 1 5 0 


25 




.FSTR 


FSTR733 


9 " d c n ' t " 




5145 


2 9 




.FSTR 


FSTR734 


9 "There's 


n 




; 144 


18 


.FSTR 


c S T R 7 3 5 


9 " Prosser 


i« 




; 140 


20 


.FSTR 


FSTR736 


9 " i n 1 0 " 




♦ 135 


45 




.FSTR 


F S T R 7 3 7 


9 " a r 0 u n d " 




: 1 3 5 


27 




.FSTR 


FSTR738 


9 "Improbab 


ility " 


; 130 


10 


.FSTR 


FSTR739 


9 "doesn't 


it 




*12 6 


18 


.FSTR 


FSTR740 


9 " B e a s t " 




; 125 


25 




.FSTR 


F S T R 7 4 1 


, "it " 




; 121 


121 




.FSTR 


FSTR742 


, "You 're " 




; 119 


17 




.FSTR 


c S T R 7 4 3 


, "like » 




; 117 


39 




.FSTR 


FSTR744 


, "see " 




CO 

0 

• 


54 




.FSTR 


-STR745 


, " b u t " 




; 10 8 


54 




.FSTR 


FSTR 746 


, " ui i 1 1 " 




: 108 


3 6 




.FSTR 


FSTR747 


9 " s fr a 1 1 " 




; 103 


27 




.FSTR 


FSTR 7 48 


9 "Footnote 




n 


; 104 


13 


.FSTR 


FSTR749 


9 "because 


n 




; 102 


17 


.FSTR 


=STR?50 


9 " 0 n " 




: 1 0 0 


100 




.FSTR 


FSTR751 


, "has " 




; 1 00 


50 




.FSTR 


FSTR752 


9 " s s y s " 




: 9 9 


3 3 




.FSTR 


FSTR753 


9 " j U 5 t " 




; 9 6 


32 




.FSTR 


FSTR754 


, " little » 




: 9 5 


19 




.FSTR 


FSTR755 


9 " v e r y " 




; 9 3 


■31 




.FSTR 


FSTR756 


9 " 1 c 0 k s " 




; 92 


23 




.FSTR 


FSTR757 


9 "probably 




H 


; 51 


13 


.FSTR 


FSTR75S 


9 " 1 0 uj a r d " 




190 


18 




.FSTR 


FSTR759 


9 "you've " 




; 9 0 


15 




.FSTR 


FSTR760 


9 "you're " 




; 9 0 


15 





r- 





.FSTR 


FSTR761 


"at " 


89 


8 9 






. F ST R 


FSTR762 


"not " 


88 


44 






.FSTR 


FSTR763 


"seems " 


88 


22 






.FSTR 


FSTR764 


"you" 


85 


8 5 




p 


.FSTR 


FSTR765 


"can " 


84 


42 




.FSTR 


FSTR766 


"closed" 


34 


21 






.FSTR 


FSTR767 


"anything 




; 84 


12 




.FSTR 


FSTR768 


"here" 


82 


41 




r " 


.FSTR 


FSTR769 


"ujhat " 


61 


27 






.FSTR 


FSTR 77 0 


" uj c u 1 d " 


30 


20- 






.FSTR 


FSTR771 


"think " 


80 


20 




r 


.FSTR 


FSTR772 


"their " 


80 


20 






.FSTR 


FSTR773 


"isn't " 


80 


16 






.FSTR 


F ST R 7 74 


"all " 


78 


39 






.FSTR 


c S T R 7 7 5 


"even " 


78 


26 






.FSTR 


FSTR776 


"be " 


76 


76 






.FSTR 


FSTR777 


"out " 


76 


3 8 




r*- 


.FSTR 


FSTR778 


"I'm " 


76 


19 






.FSTR 


FSTR779 


II J M 


72 


72 






.FSTR 


FSTR780 


"his " 


72 


36 






.FSTR 


FSTR781 


"down " 


72 


24 






.FSTR 


FSTR782 


"it's " 


72 


18 






.FSTR 


C $TR 78 3 


"front " 


72 


13 




f*' 


.FSTR 


FSTR784 


"holding " 




; 7 2 


12 




.FSTR 


FSTR785 


"anything" 




; 7 2 


12 




.FSTR 


FSTR? 86 


"Unfortunately" 


: 7 2 


6 




.FSTR 


FSTR787 


"something 


it 


; 7 o 


10 




.FSTR 


FSTR78S 


"some " 


: 6 9 


23 






.FSTR 


f S T R ? 8 9 


"its " 


: 6 8 


34 




r*- 


.FSTR 


FSTR790 


"He " 


;66 


33 






.FSTR 


FSTR791 


"been " 


♦ 66 


22 






.FSTR 


FSTR792 


"several " 




: 6 6 


11 




.FSTR 


FSTR 7 9 3 


"Arthur" 


; 65 


13 






.FSTR 


f S T R 7 9 4 


"across " 


;65 


13 






.FSTR 


F S T R 7 9 5 


" t c w e 1 " 


: 64 


16 






.FSTR 


f S T R 7 9 6 


"other " 


;64 


16 






Juiord frequency table 


of 96 most 


common 


uj o r d s 





WORDS: : 







.TABLE 

F S T R ? 1 

F S T R ? 2 

FSTR73 

FSTR74 . 

FSTR75 

F S T R 7 6 

FSTR77 

FSTR73 

FSTR79 

FSTR710 

FSTR711 

FSTR712 

FSTR713 

F S T R 7 1 4 

FSTR7I5 

F $ T R 7 1 6 

FSTR717 

FSTR718 

FSTR719 














r ' 






r 



. f $ T R 
.FSTR 
. FSTR 
. F S T R 
.FSTR 
. = S T R 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
. = STR 
.FSTR 
. = STR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 

• FSTR 
.FSTR 

• FSTR 
. = 5TR 
.FSTR 
.FSTR 
.FSTR 
. c ST R 

• FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 
.FSTR 



F S T R ? 1 , 


n 


the " 








• 

f 


166 0 


8 30 


= STR?2 , 


it 


* " 








• 

f 


8 33 


838 


F S T R 7 3 , 


n 


You " 








• 


3 04 


* S Q 


c STR ?4 , 


it 


you " 








• 

f 


7 42 


371 


F S T R 7 5 , 


it 


ano " 








• 

9 


736 


3 .6 8 


- S T R 7 6 * 


n 


The " 








• 

9 


6 96 


3 Cm 


F S T R 7 7 , 


n 


ii 

• 








• 

* 


5 3 C 


530 


=STR?S, 


n 


your " 








• 

? 


513 


171 


F S T R 7 9 , 


it 


+ h s t " 








• 

• 


45 9 


i c -a 

A. J ^ 


F S T R ? 1 0 


i 


"of " 








• 

9 


4 0 6 


4 06 


F STR 7 1 1 


» 


"is " 








* 


370 


3 70 


FSTR712 


> 


"to " 








♦ 

9 


367 


367 


c S T R 7 1 3 


i 


" c 5 . n ' t 




Ii 




• 

9 


3 40 


63 


f S T R 7 1 4 


i 


"with 


ii 






* 

9 


303 


101 


F S T R ? 1 5 


i 


" h c v e 


n 






• 

f 


2 4 3 


3 1 


FSTR716 


» 


"are " 








• 

9 


242 


121 


FSTR717 


» 


"from 


i» 






• 

♦ 


23 7 


7 9 


f S T R 7 1 8 


> 


"about 




it 




• 

9 


216 


5 4 


F STR 7 1 9 


» 


"in " 








• 

• 


209 


209 


=STR?20 


♦ 


"fen " 








• 

9 


204 


102 


FSTR721 


» 


"There 




n 




• 

9 


190 


38 


FSTR722 


i 


"which 




li 




• 

f 


138 


47 


FSTR723 


» 


" a 1 r e a 


dy 


it 






; 1 8 o 


F $ T R ? 2 4 


9 


"this 


If 






• 

9 


177 


59 


f S T R 7 2 5 


9 


"It " 








• 

9 


164 


3 2 


c S T R 7 2 6 


9 


" t h r o u 


C 


h. 


it 






: 1 62 


c S T R 7 2 7 


9 


"somethin 






h 


: 160 


f S T R 7 2 3 


9 


"This 


ii 






• 

9 


156 


39 


F S T R ? 2 9 


9 


" n o t h i 


r* 




ii 






; 150 


F ST R 7 30 


9 


"Prosser 


H 






; 147 


= STR? 31 


9 


it T | 


ii 






• 

9 


145 


2 9 


FSTR732 


9 


" f c r d 


ti 






• 

t 


144 


26 


FSTR733 


9 


"den ' t 




n 




• 

9 


1^0 


2 8 


FSTR734 


9 


"Arthur 


ii 




• 

9 


1 38 


23 


FST.R735 


9 


"There 


0 


5 


11 






; 136 


f S T R 7 3 6 


9 


"around 


it 




• 

♦ 


135 


27 


F S T R 7 3 7 


9 


" Y c u ' r 


e 


it 




• 


133 


1 3 


F STR 7 3 8 




"Beast 




ii 




• 

9 


130 


2 6 


F S T R 7 3 9 


9 


" i r t o 


ii 






• 

f 


126 


42 


c S T R ? 4 0 


9 


"like 


ii 






• 

t 


120 


40 


F S T R ? 4 1 


9 


ii i + «i 








• 

9 


113 


113 


FSTR742 


9 


"dc-esn 


0 


t 


It 






; 112 


FSTR743 


9 


"Fcotr 


C 


t e 




ii 


; 1 1 2 



FSTR? 44, "but " 
FSTR745," you're 
FSTR746 ♦ "small 
FSTR?47»" on " 
FSTR748 »" uiill " 
FSTR749 f "just " 
F$TR?50,"b€caus 
FSTR751 » " n c t " 
F$TR?52,"hss " 
=STR?53,"see " 
FSTR754," seems 
FSTR 755, "Irrprob 
FSTR756, "ssys " 
FSTR? 57 , "toward 
~STR?5E» "you've 
FSTR759*" it's " 
FSTR 7 60 ♦ "what 



; 103 


c 4 


" ; l o 8 


1 8 


" ;i04 


26 


; 102 


102 


; 102 


34 


; 102 


3 4 


e » 


; io 


; 9 6 


4 8 


; 9 6 


48 


; 94 


47 


» ; 9 2 


2 3 


ability " 


: 91 


; 90 


30 


" ; 90 


1 8 


» ; 9 0 


15 


; B 9 


2 4 


; 87 


2 9 



70 



27 

20 



25 

21 



17 



16 

14 



17 



7 



it 







Tcvx^l^ 





.FSTR 


F S T R ? 6 1 


H - f 11 


; 8 5 


65 




.FSTR 


=STR?62 


♦ " h e r e 11 


; 3 4 


42 




.FSTR 


F S T R 7 fc 3 


» "very 11 


: 8 4 


28 




.FSTR 


F S T R ? 6 4 


♦"looks " 


; 6 4 


2 1 




.FSTR 


F $ T R 7 6 5 


, "probably 


n 


: 84 




.FSTR 


F S T 5 .? 6 6 


♦"anything 


ii 


» 3 4 




.FSTR 


F S T R ? 6 7 


, "you" 


; 62 


8 2 




.FSTR 


F S T R 7 6 8 


, "can " 


: 8 2 


4 1 




.FSTR 


FSTR769 


♦"all " 


; so 


4 0 




• FSTR 


FSTR770 


♦ " 0 L t " 


; 7 3 


39 


r- 


. = STR 


F S T R 7 7 1 


♦"think " 


; 76 


19 




.FSTR 


FSTR772 


♦"closed" 


;76 


19 




.FSTR 


c S T R ? 7 3 


♦"isn't " 


;i5 


1 c 




.FSTR 


FSTR774 


, "his " 


174 


37 




.FSTR 


=STR?75 


It J II 


;72 


72 




.FSTR 


F S T R ? 7 6 


♦ " d o iu n " 


;?2 


24 




.FSTR 


FSTR777 


♦"would " 


Ml 


18 




.FSTR 


FSTR77S 


♦"their " 


; 72 


18 




.FSTR 


c S T R ? 7 9 


♦"large " 


Ml 


18 




.FSTR 


F S T R 7 8 0 


♦"front " 


: 72 


1 8 




.FSTR 


F S T R 7 8 1 


, " I ' m * 


: 72 


1 8 




.FSTR 


F S T R 7 8 2 


♦"holding " 




Ml 




.FSTR 


F S T R 7 8 3 


♦"Unfortunately" 


I 72 




. c S T R 


C STR?S4 


, "be " 


MO 


70 




.FSTR 


= S T R 7 3 5 


♦"little " 


MO 


14 




.FSTR 


F S T R 7 8 6 


♦"Artnur" 


MO 


14 




. =STR 


FSTR787 


♦"even " 


; 69 


g 3 

W •mj 




.FSTR 


F S T R 7 8 6 


, " H O " 


; 68 


g 4 


r - 


.FSTR 


F S T R 7 8 9 


♦"seme " 


; 66 


2 2 




.FSTR 


F S T R ? 9 0 


, " F c r d " 


; 6 6 


2 2 




.FSTR 


FSTR791 


♦"between " 




; 66 




.FSTR 


c S T R 7 9 2 


♦ "anything" 




: 66 




• .FSTR 


f S T R 7 9 3 


♦"across " 


; 6 5 . 


1 3 




.FSTR 


c S T R 7 9 4 


♦"going " 


; 64 


16 




.FSTR 


F S T R 7 9 5 


♦"something 


II 


: 63 




.FSTR 


FSTR796 


♦"complete! 


y ” 


f w — ? 




{word frequency table 


o t 9 6 most 


common 


u o r 



12 

12 



12 

6 



11 
1 1 



9 

7 



WORDS 













.TABLE 
=STR?1 
F S T R ? 2 
F S T R ? 3 
F S T R ? 4 . 

FSTR? 5 
f S T R 7 6 
F S T R ? 7 
FSTR? 3 
F S T R ? 9 
FSTR710 
FSTR71 1 
f S T R 7 1 2 
FSTR713 
FSTR714 
~ S T R 7 1 5 
FSTR716 
F S T R 7 1 7 
FSTR 7 1 8 
= STR719 



'^1 I 

Int 

01 

02 

03 

04 

03 

06 

07 

08 

09 

10 

11 

12 

13 

14 

13 

16 

17 

18 

19 

20 

21 

22 

23 

24 

25 

26 

27 

28 

29 

30 

31 

32 

33 

34 

35 



HITCHHIKER'S CHAPTERS 



Page 


Type 


Subject 


Guide-Entries/ Asides 


001 


Narration 


Introduction 




005 


Main Pint 


Bulldozer Scene 




021 


Main Plot 


Pub Scene 


Gargle Blaster 


026 


Main Plot 


Vogon Arrival 


Towels 


037 


Side Plot 


Zaphod Steals HofG 




046 


Main Plot 


Dentrassis Quarters 


Vogons 


058 


Main Plot 


Vogon Captain's Threat 


Babel Fish 


064 


Main Plot 


Vogon Poetry/ Airlock 




076 


Narration 


Size of Space 


Guide Intro 


078 


Main Plot 


Arrival on HofG 




085 


Narration 


Invention of the IID 




087 


Main Plot 


Sending Marvin for F, A 


Sirius Cybernetics 


096 


Main Plot 


Z, T on the Bridge 




103 


Main Plot 


Meeting on the Bridge 




109 


Main Plot 


Curing The Night 




114 


Narration 


What is Magrathea 


Magrathea 


116 


Main Plot 


Argument About Magrathea 




122 


Main Plot 


The Missile Attack 




131 


Main Plot 


The Sperm Whale 




135 


Main Plot 


Landing on Magrathea 




138 


Main Plot 


Zaphod 's Story 




146 


Main Plot 


Arthur and Marvin Wait 


Ballpoint Pens 


150 


Main Plot 


Slartibartfast 




156 


Narration 


White Mice and Dolphins 




158 


Main Plot 


Tour of Planet-Builder 




166 


Flashback 


Deep Thought, Part I 




174 


Main Plot 


Story Interlude 




175 


Flashback 


Deep Thought, Part II 




181 


Flashback 


Deep Thought, Part III 




184 


Main Plot 


Waking Up on Magrathea 




191 


Main Plot 


Slarti Finishes the Story 




194 


Main Plot 


Arthur Meets the Mice 


Vl'hurgs, G'Gugvuntts 


203 


Main Plot 


Guards Attack 




209 


Main Plot 


Saved From the Attack 




212 


.Main Plot 


Marvin Suicides Computer 




215 


Main Plot 


Let's Go to the Restaurant 





Dear Marc, 



Here is my rough notes file on the Game. Because the file is 
generated on a hierarchical and cross-associative program and 
then written to a simple ASCII file for transmission it means 
that it's terribly repetitive and the links between items may 
ot be terribly obvious. However, it may give you some sort 
of flavour of what I'm doing. Fuller explanations will have to 
wait till I see you next week. Looking forward to it muchly, 



Best wishes, 



Dougl as . 

Object of the game 

To find out what the object of the game is. 

When you find it it's this - to be happy . 
happ i ness 

Happiness and achievement only go together to a certain level. 

Therefore the player will assume he scores by solving problems, 

— More — 

but will find more and more things that puzzle him. 

The more problems you solve without finding out what the object of the 
game is, the more points you will lose. 

If you insist on solving immediate problems and avoiding 

the issue of what the purpose of the game is, 

the game accuses you of being an obsessive personality. 

Game messages 

the game accuses you of being an obsessive personality. 

We are about to give you your score. Put on your peril sensitive 
sunglasses now. 

There must be a series of random replies to Go Ion Colluphid.If 
you ask the Guide what the 
Object of the game 

is. The game might respond in such a way that you realise you have asked 
an intelligent question (maybe there is the ghostly sound of 
clapping drifts through the air towards you.) A Game warden? 

Don't Panic! WHY NOT? YOU SEEM TO BE IN A PRETTY SERIOUS 
POSITION. 

— More — 

"Marvin is visibly affected by this sudden downturn 
in your fortunes, and wonders if you are a kindred spirit 
after all. He asks if there is anything he can do to help 
a fellow sufferer." 

Improbability Generator 

This is a dangerous area of the ship. Or at least it's supposed to be 
terribly dangerous. You have to argue with the game in order to get in. 

(Are you sure you want to qo in there? 

[YES 

<Absolutely sure? 

[YES 

<1 can tell you don't want to really. You are in the corridor. 



— Aol^_- 


ZlfS 


~ jH. 


5 Ilf 


— wbWvYYS 


'Vl/S- 


— Go.c>av^pky 

— LlWUTS 


z/lf 

<i if 


~~ Addw^sS /?Lr^ MvJ/nWv" 


Wi 


^c\v Aoo vxi 





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Strings From Hitchhiker's Game 
[NOTE: I've made an atempt to get this stuff in some sort of order. 

<> indicates a location where a word or object name gets inserted. 

! indicates a mandatory carriage return.] 

DARK STUFF: 

There is a bottle of Santraginean Mineral Water here. 

Ford advises against this. He says that just the stuff the sea's made of 
on Santraginus Five is illegal on most planets. So you can imagine, he adds, 
what kind of beach communities they have there. 

You yell as loudly as you can, but no sound emerges. 

You achieve a state of Negative Capability, and are able to be in 
uncertainties, mysteries, doubts, without any irritable searching 
after fact and reason. (See Footnote 1). 

It does smell a bit. There's something pungent being waved under your nose 
which makes you feel a little dizzy. Your head begins to clear. You can make 
out a shadow moving in the dark. 

The shadow is vaguely Ford Prefect shaped. 

The shadow turns out to be a solid object of a Ford Prefect-like nature. 

The shadow has a sort of Ford Prefecty smell to it. 

The shadow is vaguely Bugblatter Beast shaped. 

You can hear nothing, smell nothing, taste nothing, see nothing, 
feel nothing, and are not even certain who you are. 

You can see nothing, feel nothing, hear nothing, taste nothing, smell nothing, 
and are not entirely certain who you are. 

You can't hear anything, see anything, smell anything, feel anything, or 
taste anything, and do not even know where you are or who you are or how 
you got there. 

There's nothing you can taste, nothing you can see, nothing you can hear, 
nothing you can touch, nothing you can smell, you do not even know who you are. 
This is a squalid room filled with grubby mattresses, unwashed cups, and 
unidentifiable bits of smelly alien underwear. 

The shadow removes the bottle of Santraginean Minera' Water which it has 
been waving under your nose in order to revive you, and asks you how you are 
feeling.! 

I 

The shadow is Ford Prefect. You tell him that you feel like a military 
academy, in that bits of you keep on passing out. You ask him where you 
are, and he tells you a Vogon spaceship. He gives you some peanuts. 

You begin to feel, distinctly groggy. 

You begin to feel indistinctly groggy. 

You begin to feel very indistinct. 

It turns out that you have a serious allergic reaction to being 
disintegrated in matter transference beams. Your death becomes something 
of a cause celebre amongst various hollistic pressure groups in the 
galaxy and leads to a total ban on this kind of travel. Within fifty 
years, space travel itself dies out and is replace by a keen interest 
in old furniture restoration and market gardening. In this new, quieter 
Galaxy, the art of telepathy begins to flourish as never before, and from 
this develops a new universal harmony which brings all life together, 
converts all matter into thought and thus brings about the rebirth of 
the entire Universe on a higher and better plane of existence.! 




Page 2 






However, none of this effects you, because you are dead. 



THUMB STUFF: 

You struggle to reach it, but the wind is too strong. 

You notice that the small black device is shaped like a thumb and has 
several buttons on it. 

The Electronic Sub-Etha Auto Hitching Thumb is black, and shaped like 
a small fist with an extended thumb. It has various lights along its 
"knuckles" which 

-are blinking wildly, indicating that there is a spaceship in the proximity, 
-are all off at the moment. 

It has two small buttons, a red button labelled "Called Engineer" and a 
green button labelled "Hitchhike". Affixed to the Thumb is its Sirius 
Cybernetics Corporation Life-Time Guarantee. 

Another robot engineer zips up, spots the first Engineer, looks confused, 
and leaves again. 

With a screech of ion brakes a small Sirius Cybernetics Corporation Repair 
Bike pulls up beside you from out of the Sub-Etha. 

Lights whirl sickeningly around your head, the ground arches away from 
beneath your feet, and every atom of your being is scrambled, which is an 
experience you're probably going to have to get used to. You are in... 

The lights on the thumb wink and flash for a few seconds and then shut 
off. Nothing further happens. 

The guarantee is a detachable plaque which states that the Thumb will be 
repaired on site by trained Sirius Cybernetics Corporation Field Engineers, 
provided you have the guarantee with you. As you examine it, it comes off 
in your hand. 

It won't stick on. You'll have to carry it separately. 

"No time to chat, old man, I'm attending to an important repair call." 

The Engineer robot takes it, looks at it with horror, shakes his head, 
sighs, and says "Who sold you this then?" 

The Engineer robot pays no attention to your reply, but shakes the 
thumb despondently. "This is a model 13X," he says. "You shouldn't 
have bought one of these. Not meant for this sort of job. Anyway, it's 
discontinued. Can't get the parts." 

The Engineer robot takes it, shakes it, looks it up and down. He says 
"This seems to be working OK to me. Unusual for a 13X." He hands it 
back and roars off into the Sub-Etha. 

The Engineer robot looks quizzically at the guarantee, says its expired 
but he'll see what he can do. He takes the thumb and fiddles with it for 
a moment before handing it back. "Can't promise anything," he says, and 
roars off into the Sub-Etha again. 

The Engineer looks at it sceptically. "Guaranteed to work normally for 
life," he mutters. "Well, it's perfectly normal for a 13X to break down. 
And this one's reached the end of its life anyway. Still, as I'm here I'll 
see what I can do. "I 



He fiddles with it for a minute or two before handing it back. "Best I can 
do for a 13X on an expired guarantee," he says. "Can't promise anything." 

He roars off on his ion bike into the Sub-Etha. 

The Engineer robot ignores you completely. "See, this is the model with 
the 5kz booster," he says. "Hopeless." He shakes his head grimly. 

The Engineer ignores you. "What you want, you see is one of the new Mk7's. 



Page 3 



That'll do the job for you. Only you can't get them. Out of stock till 
Zarkmas. Sorry I can't help you." He gives the defunct thumb back and 
roars off into the sub-etha. 

The Engineer robot looks around. "Somebody call the repair service?" 

The Engineer looks impatient, and races the throttle of his cycle. 
"Probably some kid playing around with someone else's Thumb," grumbles 
the Engineer under his breath, and roars off into the Sub-Etha. 



ON-EARTH-STUFF: 

Just as you've got it all spick and span your house is demolished to 
make way for a new bypass. You are seriously injured in the process 
and are whisked off to hospital in an ambulance. On the way there you 
stop at some traffic lights and before they can turn green the Earth 
is unexpectedly demolished to make way for a new hyperspace bypass.! 

I 

Better luck next life. 

You nod off for a couple of hours and are wakened briefly a few hours 
later by the noise of the Earth being unexpectedly demolished to make 
way for a new hyperspace bypass.! 



Better luck next life. 

You are safe! Prosser heaves a visible sigh of relief shakes his head 
and wipes his brow. The bulldozer thunders past you and piles into the 
side of your house. 

The bulldozer driver gives a quick chew of his gum and slams in the 
clutch. The bulldozer thunders past you and piles into the side of 
your house. 

It occurs to you that you've never deliberately lain in any mud before 
and that it's actually a pleasant sort of squishy sensation. You take your 
bedroom slippers off and let the mud ooze between your toes. You may be here 
for some time, so you may as well make the most of it. 

Ford looks startled, then guilty. He starts to say something and stops. 

He starts to say something else and stops. Suddenly he seems to see your 
house and the bulldozer for the first time, stops starting to say things 
and starts.! 







He seems to come to a momentous decision, then changes his mind, then changes 
it back again. He says he has something of Earth-shattering importance to 
tell you, and stresses the importance of a quick drink in the Horse and Groom. 
Ford puts down the satchel and goes off to have a quiet word with Prosser. 

From where you are lying, you cannot see or hear what is happening, although 
they seem to be deeply engrossed in conversation. 

You can't enjoy a pile of rubble properly till it's at least a hundred 
years old. Furthermore, you are haunted by the tragic vision of your 
favorite old teapot lying shattered somewhere in the dust.! 

There is also the matter of all your clothes. 

Ford and Prosser are still deeply engrossed in conversation. Suddenly they 
stop and come back towards you. Ford says that Prosser has agreed to come 
and lie down in your place so that the two of you can go off to the pub. 
Reluctantly, Prosser steps forward and lies down in the mud in front of 
the bulldozer. You stand up. 

"It's not a house, it's a home." (See Footnote 2) 

Normally you would be quite surprised by an event as- unlikely as 



Page 4 





V 



a bulldozer poking through your bedroom wall. In this case, however, 
you are pre-occupied with the ceiling which is collapsing on top of you. 

You can't see any light here! 

Good start to the day. Pity it's going to be the worst one of your 
life. The light is now on. 

You wake up. The room is spinning very gently round your head. Or at least 
it would be if you could see it which you can't. 

The bedroom is a mess.! 

It is a small bedroom with a faded carpet and old wallpaper. There is a 
washbasin, a chair with a tatty dressing gown slung over it, a window with 
the curtains drawn. Near the exit leading south is a phone. 

You miss the doorway and bounce off the doorframe. 

You rush down the stairs in panic. 

You make your way through the house and out to the front porch. 

When you part the curtain you see that it's a bright morning, the sun 
is shining, the birds are singing, the meadows are blooming, and a large 
yellow bulldozer is advancing on your home. 

The darned thing's been jammed shut for months, now. 

You hear a dialling tone which is suddenly cut off. Glancing through the 
window you can't help but notice the large old oak tree of which you are 
particularly fond crashing down through the telephone cables. 

Easier said than done. Such ridiculously little things. Have you ever 
seriously tried to pick one up at this time of the morning? You lunge 
for it but it slips through your fingers and falls under the bed. 

Your head feels swimmy. For a moment you think that your hangover 
merely went off to regroup its forces and is now launching its most 
vicious attack so far, but then the room slowly fades around you 
and you feel yourself being pulled away through what you will later 
know to be a wormhole in the fabric of the space-time continuum.! 

I 

Your ballpen has tried the usual ballpen trick of slipping away into 
another world the moment you put it away somewhere. However, the thing 
your aunt gave you, which you don't know what it is, refuses to be 
separated from you, so, you all go together. It is... 

You can't reach it from the bed. 

The effort of reaching is almost too much for you to stand. 

You're still in bed. 

Very difficult, but you manage it. The room is still spinning. It dips 
and sways a little. 

Very difficult frorri where you are on top of it. You try peering through the 
bed, and then slowly remember that despite what you seem to remember from 
some of the curious dreams you had last night you don't have x-ray vision 
after all. You try leaning out and under and the effort seems almost to kill 
you. You sink back into the bed. 

There is nothing there. No ball pen, nothing. Well, at least there are a 
couple of soiled handkerchiefs, a book you thought you'd lost, a couple of 
foreign coins, and something else which should not be fully described in a 
family game, but nothing you would actually want. 

It's difficult to open or close the pocket unless your wearing the gown. 

The dressing gown is faded and battered, and is clearly a garment which has 
seen better decades. It has a pocket which is <> 

Luckily this is large enough for you to be able to get hold of. 

A tree outside the window collapses. There is no causal relationship 



Page 5 






between this event and your picking up the toothbrush. 

Don't you feel you should be taking a little more interest in events 
in the world around you? While you've got it...? 

There is a large tablet of buffered analgesic here. 

You swallow the tablet. After a few seconds the room begins to calm 
down and behave in an orderly manner. Your terrible headache goes. 

Though it is only a small gift (your aunt was always a frugal giver) it 
contains a surprisingly large Improbability Generator which is currently 
turned off... 

You turn it over in your hands. Apart from a label on the bottom saying 
"Made in Ibiza" it furnishes you with no clue as it its purpose, if 
indeed it has one. You are surprised to see it because you thought you'd 
thrown it away. Like most of the things your aunt's ever given you, you've 
been trying to get rid of the thing for years. 

It falls to the ground with a light "thunk". It doesn't do anything 
else at all. 

This is the enclosed front porch of your house. Your front yard lies to 
the south, and you can re-enter your house to the north. 

Do you want to get arrested for indecent exposure 7 
On the doormat is a pile of junk mail. 

Most of the junk mail is from some computer company called Infocom who 
want you to buy some of their adventure games. Hidden underneath it is 
an official letter from the local council, dated some tv/o years ago and 
inexplicably not delivered till now, to the effect that because of the 
plans to build a new bypass, a demolition order has been served on your 
house. The date of demolition is today's date. 

You would be no safer there. 

The bulldozer, which you may have noticed outside, has just pushed 
your house down on top of you. 

You reach the site of what was your house. It is now a heap of rubble. 

Mr. Prosser looks sheepishly triumphant, a trick not a lot of people can 
do, as it requires a lot of technically complex deltoid muscle work. 

You can enter your house to the north, a path leads around the house to 
the northeast and northwest, and a country lane is visible to the south. 

All that lies between your house and a huge yellow bulldozer bearing down 
on it is a few yards of mud. Nearby is a man called Prosser, from the local 

council. He is startled to see you emerge from the house, and yells to you 

to get out of the way as it's got to be knocked down. 

The bulldozer plows into the side of your house. 

The bulldozer advances slowly toward your house. 

The wall of your house collapses in a cloud of dust, and a stray flying 
brick hits you squarely on the back of the head. You fall to the ground, 
and try to think of some suitable last words, but what with the confusion 
of the moment and the spinning of your head, you are unable to compose 
anything pithy and expire in silence. 

You keep out of this, you're dead. An ambulance arrives. 

You keep out of this, you're dead and should be concentrating on developing 

a good firm rigor mortis. You are put in the ambulance, which starts towards 
the mortuary. 

For a dead person you are talking too much. Just as the ambulance turns 
into the gates of the mortuary a Vogon Constructor fleet arrives and 
demolishes the Earth to make way for a new hyperspace bypass. 

It's one of those really big bulldozers that can actually crush other 



Page 6 






bulldozers, let alone houses. 

You are lying directly in the path of the advancing bulldozer. Prosser 
yells at you to for crissake move!!! 

The bullldozer thunders towards you. Prosser is vainly yelling at you to 
get out of the way, but you can't hear him over the noise. The ground is 
shaking beneath you as you lie in the mud. 

The noise of the giant bulldozer advancing on you is now so violently 
loud that you can't even hear Prosser yelling to warn you that you will 
be killed if you don't get the hell out of the way. You just see him 
gesticulating wildly. The ground is shaking beneath you as the bulldozer 
thunders towards you. 

With a terrible grinding of gears the huge yellow bulldozer comes to an 
abrupt halt just in front of you. It shakes, shudders, and emits noxious 
substances all over your rose bed. Prosser is incoherent with rage.! 

! 

Moments later your friend, Ford Prefect, arrives. He is carrying a battered 
leather satchel. He hardly seems to notice your predicament, but keeps 

glancing nervously into the sky. He says "Hello, Arthur," takes a towel 

from his satchel, and offers it to you. 

The bulldozer rumbles straight toward you! 

Mr. Prosser, the foreman of the wrecking crew, is standing near the 
bulldozer. 

Prosser seems too preoccupied with this recent turn of events to give 

your remarks much consideration. He is running off and saying a number 

of things about his mother in a high voice. 

Prosser can't hear you from here. 

Prosser starts to explain the local planning regulations and says, by 
way of reassurance, that you will probably be rehoused within a couple 
of years. 

"Please step aside as I need to be able to knock your house down." 

He is much impressed with it and says "You must have the same aunt I have. 
Prosser thanks you, wipes the mud off his boots with your towel, and 
hands it back to you. 

Prosser takes the Guide from you, has a guick look at it, says 
he doesn't read that kind of rubbish, and hands it back to you. 

Prosser says thank you but he wouldn't be seen dead with that kind 
of thing slung over his shoulder. 

You're already as close to him as any reasonable person would ever 
want to get. 

You swing a punch at him, but he ducks away and insists that this is 
incorrect procedure. 

The brick narrowly misses him, but mucks up all his fancy facial work. 

This is the last moment of satisfaction you will experience for some time. 
Ford Prefect is here. 

Ford explains that it has been demolished. Seeing that you seem a little 
upset by this, he tries to make you feel better by saying that there are 
an awful lot of little planets like that around, and the Earth wasn't even 
a particularly nice one. "I was stuck there for fifteen years," he adds. 

"How do you think I felt about that?"! 

I 

Somehow this fails to cheer you up. 

"Because you're going to need a very stiff drink. I'll explain more 
when we get to the pub." 



In a state of some anxiety and confusion you follow Ford down 
the lane... 

Ford Prefect looks uncomfortable and glances at the sky. He tries 
again to give you the towel. 

Ford says "There's no time to hang around in the mud! It's vitally 
important that we go to the Horse and Groom!" 

Ford urges you to go with him to the pub. He picks up his satchel and 
hurries off to the country lane. 

Ford enters from the north. 

"Come along, Arthur," says Ford impatiently, and enters the pub. 

Ford rushes after you. 

You can't. It's not yours. It's Ford's and it's private. 

Ford says "Er, look, thanks for lending me the towel. ..Been nice knowing 

you. Go to go now..." He gives you an uncomfortable smile and walks off 

dov/n the country lane, whistling an uncomfortable tune. 

It is caked with mud. 

This is the rear yard of your house. It is a rather pleasant 

place. The sun is shining, birdies are tweeting, it looks like a nice day 

for a walk. A path leads around the house to the southeast and southwest. 

The road runs from your house, which lies to the north, to the village 

pub, which lies to the west. 

Half a mile up the road you see the shape of the huge bulldozer heaving 
itself around the middle of the cloud of brick dust which is all that 
remains of your home.! 

! 

As you start to run up the lane towards it, a small dog runs up to you, 
yapping. 

The dog carries on yapping for a moment and then gulps uncomfortably. 

The dog is in a very bad mood and prefers to bite your hand, which it does. 

The cheese sandwich lies ignored in the roadside dust. 

The dog is deeply moved. With powerful sweeps of its tail it indicates 
that it regards this cheese sandv/ich as one of the great cheese 
sandwiches. Nine out of ten pet owners could happen by at this point 
expressing any preference they pleased, but this dog would spurn both 
them and all their tins. This is a dog which has met its main sandwich. 

It eats with passion and ignores a passing microscopic space fleet. 

The pub is pleasant and cheerful and full of pleasant and cheerful people 
who don't know that they've got about twelve minutes to live and are therefore 
having a spot of lunch. There is some music playing on an old jukebox. The 
exit lies to the east. 

Ford buys lots of beer and offers half of it to you, telling you you're going 
to need it. "Muscle relaxant..." he says, impenetrably. 

Behind the bar is the usual array of bottles and glasses and soggy beermats, 
some packets of peanuts, and a plate of uninviting cheese sandwiches. 

It is a Walker Brothers song, called "The Sun Ain't Gonna Shine 
Anymore." The next song is "Get Back" by the Beatles. 

The record is "Tie a Yellow Ribbon." You can't stand it, and you 
are quite pleased to think that this is probably the very last time 
ever that it will be heard. 

The song is "Hey Jude" by the Beatles, which was the first single they 
recorded on their own Apple label, and one of their most successful songs 
ever. It's a particular favorite of yours, and spending a moment or two 
listening to it calms you down, and cheers you up. 



Page 8 








There is a barman servinq at the bar. 

"I'll sell it to you..." 

The barman ignores you and continues polishing the other end of the bar. 

You can hear the noise of your house being demolished in the distance. 

The taste of the beer sours in your mouth.! 

! 

You get drunk and have a terrific time for twelve minutes, are the life and 
soul of the pub, tell some really great stories, make everyone laugh a lot, 
and they all clap you on the back and tell you what a great chap you are and 
the Earth then gets unexpectedly demolished to make way for a hyperspace 
bypass. You wake up v/ith a hangover which lasts for all eternity. 

There is the sound of a muffled crash in the distance, which Ford explains 
is nothing to worry about, probably just your house being knocked down. 

It is really extremely pleasant stuff. It has a very good dry, nutty 
flavour, a little light froth on top, and a deep colour. It is at 
exactly room temperature. You reflect that the world cannot be all 
bad when there are such pleasures as this in it.! 

! 

Ford goes on to add that the world is going to end in about tv/elve 
minutes. 

It's very good beer, brewed by a small local company and properly 
conditioned and served in this pub. You particularly like its flavour, 

which is one of the reasons why you woke up feeling so wretched this morning. You were 
at somebody's birthday party here in the pub last night.! 

1 

You begin to relax and enjoy yourself, so that when Ford Prefect happens 
to mention that he is in fact from a small planet somewhere in the vicinity 
of Betelgeuse, and not from Guildford as he usually claims, you take it in 
your stride, and say "Oh yes, which part 7 " 

Ford Prefect has already bought an enormous quantity for you! 

The barman sells you a pack of peanuts. This will be useful for 
replacing the protein you will lose going through the matter transference 
beam, a tip you picked up from the Hitchhiker's Guide to the Galaxy. 

You feel a little stronger as the peanuts replace some of the 
protein you lost in the matter transference beam. You are going 
to need all your strength. 

However much you clear your throat, wave your forefinger, or wiggle your 
eyebrows, the barman pays no attention to you, but carries on wiping another 
part of the bar. 

The barman snaps ''Hands off until you pay for it!" 

The barman gives you one of the cheese and pickle sandwiches. The bread 
is like the stuff that new stereos come packed in, the cheese would be 
great for rubbing out spelling mistakes, and margarine and pickle have 
performed some unedifying chemical reaction together to produce something 
that shouldn't be, but it, turquoise. Since it is clearly unfit for human 
consumption you are grateful to be charged only a pound for it. 

Not a pleasant experience. You are astonished that any planet on which 
life has been evolving for 4.6 billion years cannot produce a better 
cheese sandwich than this, and wonder if all is as it seems. 

It is one of the least rewarding taste experiences you can recall. 

Few cheese sandwiches have bestowed as little benefit on their eaters 
as this one bestows on you. Its nutritional value is very slight. 

It tastes terrible. You swallow it with revulsion, and derive no 



Page 9 



benefit from it whatsoever. 

With a noise like a cross between Krakatoa and Led Zeppelins' farewell 
concert, a huge fleet of Vogon Constructor ships flies directly overhead 
and announces that the Earth will be demolished to make way for a new 
hyperspace bypass in "two of your Earth minutes." 

In all the turmoil, the thing your aunt gave you drops out of your pocket 
and rolls away. It is the least of your worries. Anyway, you've been 
trying to get rid of the thing for years. 

The vast yellow ships thunder monstrously across the sky, spreading 
waves of terror and panic in their wake. The voice of the Vogon Captain 
slams across the country, insisting that all the planning charts and 
demolition orders have been available at the local planning office in 
Alpha Centauri for "fifty of your Earth years" and that it is therefore 
far too late to start making a fuss about it now. 

Throughout the noise, Ford is shouting at you. He has removed something 
from his satchel, but has accidentally dropped it at your feet. It looks 
like a small black device. 

Fierce gales are now whipping across the land, thunder is banging 
continuously through the air in the wake of the giant ships. 

Ford seems to be fighting against the wind to try and reach you, 
but the wind is too fierce. Further announcements from the Vogon 
Captain make it clear that the Earth will be demolished in just a 
few seconds from now.! 

I 

Through the blinding rain, you see lights flickering on the small black 
device. 

The Earth is destroyed by the Vogon fleet. 

The fleet consists of terrifying numbers of huge, ugly, yellow Vogon 
ships, all scarred with the results of many such past demolition jobs. 
Chicago's John Hancock tower, knocked about a bit and painted yellow, 
is what they each look like. That is, knocked about a bit, painted 
yellow, and flying. 

YOU-ARE-FORD STUFF: 

In front of you lies the house of a friend of yours called Arthur Dent. 

He is lying in front of a bulldozer, you have no idea why. You have no 
idea about most things concerning Arthur, including why you regard him 

as a friend, but you do, and must therefore return his towel before you 

leave.) 

i 

A few feet away stands an impatient man. There seems to be a bit of an 
atmosphere. 

You walk around to the other side of the bulldozer. The man called Prosser 

is standing here, looking cross and frustated. Realising that you are a 

friend of Arthur's he starts to talk at you. He says that this sort of 
protest is all very well, but what Mr. Dent must realise is that he's had 
plenty of time to make any formal protest at the proper time and place, 
and that spending months going through the appropriate official channels, 
filling in the appropriate official forms, and going to the appropriate 
official public hearings is the right way of going about it, whereas just 
lying around whimsically in the mud is not. He says that he personally hates 
mud and despises the sort of people who lie in it. 

Prosser blinks in astonishment. "You mean, go and lie in the mud in 



Page 10 






his place...?" You explain that the only way Arthur will move is if 
someone else takes over for him. Prosser shakes his head in such a manner 
as to suggest that he is very weary of the world, and you tactfully 
forebear from mentioning that it won't be troubling him much longer. 
Reluctantly, he agrees and you both v/alk back to where Arthur is lying.! 

I 

You rapidly conclude the business. Prosser lies in the mud. Arthur, 
bewildered, nevertheless stands up and appears ready to follow you 
to the pub. 

You are hurrying up a country lane. The sky is light and clear, but you 
keep glancing at it with apprehension because you know that it will shortly 
be torn apart by Vogon ships, and that the hills and trees around you will 
just burn up and blow away, and you hope there's time for a quick drink 
beforehand.! 



You hope to be able to hitch a ride aboard a Vogon Constructor ship but 
are anxious because it's so long since you've been through a matter 
transference beam. 

Arthur Dent is here. 

Arthur looks too confused to respond. 

Explicably, Arthur takes no notice of the towel which, magnificently, 
you are trying to return to him. Instead, he says (in rather stilted 
language), "Ford, what about my home?"! 

You start guiltily. Does he actually KNOW that the Earth is about to be 
destroyed? You start to ask him, then you stop. If he knows, what the 
Zark is he doing lying down here in the mud in front of...! 

You look around. You notice the bulldozer properly for the first time. 

You notice Arthur's house. You notice the workmen. The penny drops. His 
HOUSE is about to be demolished. You feel like a complete. .. what 's the 
word? 

Thank you. An idiot is exactly what you feel like. 

No, actually, "idiot" was the word I was looking for. 

In a reckless moment you go completely mad and decide that you ought 
to take Arthur with you. In a much saner moment, you realise that this 
is stupid and change your mind. In another reckless moment you realise 
that though it's stupid you're going to do it anyway. You comfort 
yourself with the thought that some of life's greatest decisions get 
taken rashly on the. spur of the moment.! 

And so, of course, do some of the most stupid.! 

! 

Arthur is rambling on about something. He seems more concerned about 
a man called Prosser than anything else. 

Arthur takes it, sniffs it suspiciously, and wisely decides that it's 
safer in his pocket than in his stomach. 

You feel a little uneasy about something. 

You still feel uneasy. 

The sense of uneasiness which you have been so busy ignoring now 
utterly engulfs you, as you realise that you have broken one of the 
fundamental rules of time travel, which is this: "Do as you would 
have done by." The entire rational foundation of the Universe 



Page 11 



crashes and within a few seconds the whole of creation ceases ever 
to have exis 
Arthur follows you. 

You hear a muffled crash in the distance. It is probably Arthur's 
little house getting knocked down, which is what you tell him when 
he asks. This does seem to upset him, and he goes tearing out of the 
door.! 



Out of the window, you see him running up the lane. A small dog runs 
after him yapping 

-and he throws it the cheese sandwich. The dog devours the sandwich 
with passion, and ignores a passing microscopic space fleet. 

-but he ignores it. The small dog gulps uncomfortably. 

You run up the lane after Arthur. 

You pass a serene dog. Fate cannot harm him, he has dined today. 

You pass an irritable and dispeptic dog who yaps at you. 

You order six pints of bitter - three for you, three for Arthur. 
According to the Hitchhiker's Guide to the Galaxy this should 
cushion your system against the coming shock of the matter 
transference beam.! 










In order to start preparing Arthur for the shocks coming to him, you 
mention that you are in fact from a different planet but it makes 
little impression. This surprises you, since you thought it might be 
the sort of thing that would interest people. 

You buy yourself three pints of beer, which you calculate is what 
you will need to cushion your system against the shock of the matter 
transference beam you will shortly be going through. This is a tip 
you picked up from the Hitchhiker's Guide to the Galaxy. 

It goes dov/n well. You decide that the time has come to tell Arthur 
that the world is about to end. You tell him. Arthur is completely 
unworried. You wonder what sort of news it would take to disturb him. 

It goes down very well. 

It's an excellent brew. At least they managed to get something right 
on this benighted planet. However, the more you enjoy the beer the 
more you feel it's a real pity about what's going to happen here - but 
what can you do? You tell Arthur that the world is about to come to an 
end, but he seems unperturbed. Curious. 

The more you enjoy it the sadder you get. 

• Right on schedule (according to the news you picked up last night on your 
Sub-Etha Sens-O-Matic), a huge fleet of Vogon constructor ships hurtle 
noisily through the sky. Time is very, very short. Storms break in the wake 
of the ships, the wind whips at you and makes it difficult for you to stand. 
You grab hold of a tree. 

The electronic Thumb in your hand begins to whine and pulsate. Lights 
flash across it's surface. You fumble with it as you try to hold onto the 
tree against the fierce wind. It falls to the ground near Arthur's feet. 

You remove the electronic Thumb from your satchel. Lights pulsate 
across its surface. You fumhle with it as you try to hold onto the 
tree against the fierce wind. It falls to the ground near Arthur's feet. 

You wish you had your electronic thumb with you now. 

Arthur is struggling desparately towards you. The end of this planet is 
now only seconds away. 



Page 12 




You struggle to reach the thumb, but the wind is too fierce and you 
are driven back. Fortunately, at this point, Arthur picks up the Thumb, 
and somehow manages to push the right button, but for some reason the 
Thumb merely makes some feeble clicking noises. 

I 

However often you do it, you are still stunned by the shock of 
dematerialisation. The scene around is ripped away like a flimsy 
backcloth, and you are in... 



TRAAL STUFF: 

The effect is decorative rather than helpful. 

The Beast roars your name with relish, and explains that once he has eaten 
you, your name will be added to his list of remembrance. 

You stumble in what you hope is a westerly direction, but as you have a 
towel wrapped around your head you can't see where you are going and 
wander around in circles. Luckily, the Beast thinks it can't see you. 

It is, however, getting a little puzzled that something it can't 
see should be stumbling round its courtyard so conspicuously. 

The Ravenous Bugblatter Beast is for a moment completely bewildered. It is 
such a mind-bogglingly stupid animal it thinks that if you can't see it, it 
can't see you. You have a few seconds before it realises its mistake. 

There's no need for that. It's not like there's a Ravenous Bugblatter 3east 
around, or something. 

You unwrap the towel from your head. You see that you have wandered round 
in circles and have ended up right beside the memorial. Unfortunately, the 
Beast has also caught sight of you again. All this fooling around has made 
it douhly angry and hungry. With a headpslitting bellow it tears you apart 
with its Vast-Pain claws. 

The beast, noticing that you can see him again, decides that he can see 
you, and proceeds to tear you into small edible chunks. 

This is the lair of the Ravenous Bugblatter Beast of Traal. There is 
an exit to the east. 

The huge shadowy form whips its evil smelling tail away from where it 
had been resting under your nose and bellows a brain-shattering roar at 
you. By suddenly popping up out of nowhere you have disturbed its train 
of thought. However, since its train of thought was the usual one, and 
in fact the only one it knows, which goes like this "hungry ... hungry 
to chug along again. I 

I 

It turns to face you, and you see its Lasero-Zap eyes, its Swivel Shear 
Teeth, and its several dozen tungsten carbide Vast-Pain claws, forged in 
the sun furnaces of Zangrijad. It has skin like a motorway and breath 
like a 747. It advances on you, and roars out a demand that you tell it 
your name. 

You have emerged from the lair into a large walled courtyard. Strewn 
around it are a profusion of gnawed bones bleaching in the sun. Just in 
case the significance of these fails to strike you, there is also, in 
the middle of the courtyard a stone memorial on which the Beast has 
roughly carved the names of all the victims he has already eaten. Lying 
on the ground are some, sharp stones. There is an exit to the west. 

You barely manage to get the first letter roughly chipped onto the stone when 
a bellow or rage from the Beast hurls you spinning through the air. 

You cannot see anything and have lost your bearings. You stumble hopelessly 



and begin to arouse the Bugblatter Beast's suspicions. It may be stupid but 
it's not THAT stupid. 

The Beast stops in its tracks, deeply impressed. It asks you where you 
got it. You explain that your aunt gave it to you for Xmas. The Beast 
compliments you on the quality of your aunts, and complains that his aunts 
are complete horrors. He then continues his dreadful attack. 

A footling effort. The Beast laughs at you. The shock waves of his 
bellows push you back. 

Bellowing with rage, the Beast charges after you. 

With a headsplitting roar, the Ravenous Bugblatter Beast charges towards you. 
The Beast is nearly upon you. 

With a vast savage roar, the Beast tears you limb from limb with his tungsten 
carbide Vast-Pain claws and ... well, do you really want to know the rest 7 The 
point is that you have died. 

Whose name? The Beast's name? Your aunt's name? One of the Infinite 
Unknowable names of Buddha 7 How about the name of Fred who runs (or 
rather ran) your local chip shop? At least that's a short name - you 
might have time to write it before the Beast eats you. 

Concentrate. Learn to distinguish between genuinely helpful suggestions 
and mere sarcasm. 

You scratch away at the stone. It's not your best writing, since you have 
a mounting sense of panic and a towel wrapped around your head. However, 
it suffices... 

suddenly sees your name freshly carved on his memorial of rememberance. 
Mystery solved. It realises that he must have eaten you already in a fit 
of absent-mindedness. (Its mind is very very small and quite frequently 
absent.) It decides to give up the rest of its afternoon to the twin arts 
of digestion and contemplation. It settles down for a snooze. | 

I 

Near you in the dust you notice the thing your aunt gave you. This surprises 
you, since you are certain you had dropped it or thrown it away or lost it or 
given it to your sister for Xmas. 

sees the name "Arthur Dent" freshly carved on the memorial. This doesn't 
ring any bells with the Beast. It roars with fury, and eyes the thing it 
can't see because it's got a towel on it's head (i.e. you) with deepening 
suspicion. 

suddenly sees its own name freshly carved on the memorial. This disconcerts 
it for a moment as it has no recollection of eating itself. Slowly it dawns 
on the creature that some is trying to make a fool of it. It starts to look 
for you again. 

Just as the Beast is trying to work out where you've disappeared to, it 
The Beast, benighted creature that it is, still thinks it can't see you. 

However, it gets so irritated by having an invisible object stumbling 
around its courtyard in such a hopeless way that it swipes out angrily 
with one of its Tungsten Carbide Vast-Pain claws and life in the Universe 
has to carry on without you. 

HEART-OF-GOLD STUFF: 

This is a short corridor with doors at the northern and southern ends. 

In addition, a ladder leads upward. 

That door leads to the Infinite Improbability Drive chamber. It's 
supposed to be a terribly dangerous area of the ship. Are you sure 
you want to go in there? 



Page 14 




Absolutely sure? 

I can tell you don't want to really. You are in the corridor. You have 
very wisely decided not to go into the Improbability Drive. Telegrams 
arrive from well-wishers in all corners of the Galaxy congratulating you 
on your prudence and wisdom. These cheer you up immensely. You stride 
along with a spring in your step, leaving the entrance to the Improbability 
Drive safely behind you. 

What? Your joking, of course. Can I ask you to reconsider? 

I knew you couldn't possibly be serious about entering 
that horribly dangerous area. 

This is the secondary entry bay for the Heart of Gold. A corridor lies 
to the south. 

You are in the Improbability Drive chamber. Nothing happens; there 
is nothing to see. 

I mean it! There's nothing to see here! 

Okay, okay, there are a FEW things to see here.! 

This is the room that houses the powerful Infinite Improbability Generator 
that drives the Heart of Gold. The exit is to the north. 

Infinite Improbability Drive 

You are disoriented for a moment. The blackness swims away like a shoal 
of eels who have just seen something that eels like a lot half a mile away... 
Every molecule in your body gets pulled away from every other molecule in 
your body. Then suddenly they snap back together again like elastic, and you 
find, with a dizzy head and very sore molecules, that you are in... 

A misty light spins round your head. You fall into what seems horribly 
like a bottomless pit. Suddenly, you hit the bottofn so hard that you wisl^ 
it had been bottomless... 



GUIDE STUFF: 

There is a copy of The Hitchhiker's Guide to the Galaxy here. 

The Guide checks through its Sub-Etha-Net database and eventually comes 
up with the folowing entry: 

The editor responsible for entries under this heading has been 
out to lunch for a couple of years now and is expected back soon, at which 
point there will be rapid updates. Until then, the best thing is not to 
panic, unless your situation is really a life or death one, in which case, 
sure, go ahead, panic. 

A towel is the single most useful thing (other than The Guide) that 
an Inter-Galactic Hitchhiker can have. Its uses include travel, combat, 
protection from the. elements, communications, hand-drying and reassurance. 
Towels also have great symbolic value for hitchhikers, and there are now 
many points of honour connected with them. For instance, you should never 
mock the towel of another, even if it has little pink and blue flowers 
on it. You should never do something to somebody else's towel that you 
v/ould not want them to do to yours. And, if you borrow the towel of another, 
you MUST return it before leaving their world. 

The Electronic Sub-Etha Auto Hitching Thumb is a very wonderful thing, but 
should not be mistreated. If you issue the appropriate command while a ship 
is near, you will transported to that ship. If there is no ship in the 
vicinity you will place a heavy strain on the Thumb's logic circuits, 
which could lead to malfunction. The Thumb is manufactured by the Sirius 
Cybernetics Corporation and carries the usual Sirius Cybernetics Corporation 
life-time guarantees.# 



( 



Page 15 



r' 






There is a strong body of opinion v/hich holds that this is not water at all, 
despite all the claims on the label about how pure the spring is supposed to 
be, and all the tosh about sparkling babbling brooks and so on. There is 
something highly suspect about the water on Santraginus Five, as anyone 
who's ever met any of their fish will tell you. 

The Ravenous Bugblatter Beast of Traal is a mind-bogglingly stupid animal. 

It has almost no capacity at all for learning from experience and is therefore 
surprised by virtually everything that ever happens to it. Here is an example 
of how stupid it is: it thinks that if you can't see it, it can't see you. I 
1 

Its behavior would be quite endearing if it wasn't spoilt by this one 
thing: it is the most violently carnivorous creature in the Galaxy. Avoid, 
avoid, avoid. 

Time travel text hasn't been written yet. 

A thoroughly unpleasant means of travelling which involves tearing 
you apart in once place and slamming you back together in another. It 
is at least preferable to the older method in which disassembled people 
would be transmitted down telephone lines and arrive in a thoroughly 
garbled and sometimes completely disconnected state. You should have a 
drink or two or three before going through one. You are likely to lose 
protein, and will be weak and groggy if you don't take some as soon as 
possible after the transference. See also the entry about Galaxia 
Woonbeam, the author of "Slimmer 's Guide to Weightloss During Matter 
Disassembly Transition." 

This text is currently the subject of the biggest suit for criminal 
negligence damages in history and is unavailable at this time. 

Mostly harmless. 

That is one of the Great Unanswered Questions. For a list of the others, 
consult the guide. 



VERB DEFAULTS: 

Maximum verbosity. 

Brief descriptions. 

Super-brief descriptions. 

You have a big blinding throbber. 

You feel weak. 

You are in good-health, 
a splitting headache 

Do you wish to leave the game? (Y is affirmative): 

Do you wish to restart? (Y is affirmative): 

Restarting. 

Would you like to restart the game from the beginning, restore a saved 
game position, or end this session of the game? (Type RESTART, RESTORE, 
or QUIT): > 

We are about to give you your score. Put on your peril sensitive 
sunglasses now. (Hit the RETURN or ENTER key when ready.) 

Your score is <> of a possible 400, in <> moves. 

I don't think that <> is sleeping. 

Nobody seems to be awaiting your answer. 

After a moment's thought, <> denies any knowledge of <> 

(Rather disingenuous, if you ask me.) 

Unsurprisingly, <> is not likely to oblige. 

You are already in <> 



Page 16 






You can't get into <> 

You are now in <> 

(with the toothbrush) 

You have nothing to brush. 

You can't brush things with <> 

Toothbrushes are generally meant for teeth. 

Congratulations on your fine dental hygiene. 

Your blazing gaze is insufficient. 

<> isn't for sale. 

You have no carving instrument. 

Use prepositions to indicate precisely what you want to do: LOOK AT the 
object, LOOK INSIDE it, LOOK UNDER it, etc. 

It is now much cleaner. 

You can't climb onto <> 

There's no way to close <> 

<> is now closed. 

You cannot close that. 

You can't consult <> 

You have lost your mind. 

You can't cross that! 

Such language! 

I doubt that the "cutting edge" of <> is adequate. 

You are now on your feet. 

You doze for several minutes. 

You aren't lying down! 

You can't drink that! 

How peculiar! 

Stuffing <> in your mouth does little to help at this point. 

This is family entertainment, not a video nasty. 

Not difficult at all, considering how enjoyable <> is. 

You are so keen on escape that you literally leap through the fabric 
of the space-time continuum. You wake up in a shack in tenth-century 
Earth. It is early morning. There is a dressing gown, a toothbrush, and a 
picture of the lady you love on the mattress-side table. Before you have 
a chance to move, Mongol hordes sweep magnificently across the plains of 
central Asia and knock down your shack with you in it. They burn the 
remains of your shack, with you in it. You lose interest in the rest 
of the game. 

It's closed. 

You see nothing special about <> 

There's nothing to fill it with. 

Within six feet of your head, assuming you haven't left that somewhere. 
You're around here somewhere... 

You have it! 

It's right in front of you. 

You're the magician! 

As far as you can tell, <> has it. 

You'll have to do that yourself. 

<> is right here! 

You must specify a footnote number, as in "FOOTNOTE 6". 

In case anybody is interested, this is a quotation from a letter written 
by Keats, and thus he becomes the first major 19th Century British poet to 
feature in a computer game. 



Page 17 






Bob Dylan, 1969. 

There is no Footnote <> 

That's easy for you to say since you don't even have it. 

<> refuses your offer. 

You can't give <> to <> 

<> bov/s his head to you in greeting. 

Only schizophrenics say "Hello" to <> 

Nice weather we've been having lately. 

If you're really stuck, maps and InvisiClues hint booklets are available. 

If you have misplaced the order form that came in your package, send us a 
note at: ! 

P.O. Box 620! 

Garden City, NY 11530! 
and we'll be happy to send you an order form. 

There's no place to hide here. 

Why hide it when <> isn't interested in it. 

From what? From v/hom? Why? 

You don't have a Thumb! 

You are obviously letting things get to you. You should learn to relax 
a little. 

Nobody's home. 

Why knock on <> 

I'd sooner kiss a pig. 

It is already off. 

<> is now off. 

You can't turn that off. 

It is already on. 

<> is now on. 

You can't turn that on. 

You can't land that. 

You can't launch that by saying "launch"! 

That would be a good trick. 

This was not a safe place to try jumping. You should have looked before 
you leaped. 

At the moment, <> makes no sound. 

There is nothing behind <> 

There is nothing special to be seen. 

There is nothing on <> 

All you can tell is that <> is closed. 

It's empty (not counting you). 

It's empty. 

It seems that <> is closed. 

You can't look inside <> 

You're wearing it! 

You're holding it! 

There is nothing but dust there. 

I'm not sure that <> can be melted. 

Why juggle objects? 

Moving <> reveals nothing. 

You can't move <> 

You sound rather negative. 

You must tell me how to do that to <> 

<> is now open. 



Not surprised. 

You can't pick that! 

This has no effect. 

It's usually impolite to point. 

You can't pour that! 

You can't push things to that. 

You can't do that. 

Inspection reveals that <> isn't open. 

How can you do that? 

<> is already in <> 

There's no room. 

That hiding place is too obvious. 

There's no good surface on <> 

You can't put anything under that. 

What a (ahem!) strange idea. 

What a maroon! 

It's not open. 

It's empty. 

You reach into <> and feel something. 

It is impossible to read in the dark. 

How does one look through <> 

How can you read <> 

It's not in need of replacement. 

It is hardly likely that <> is interested. 

You must address <> directly. 

You'll have to open it, first. 

You find nothing unusual. 

Why would you send for <> 

You can't take it; thus, you can't shake it! 

There's no point in shaking that. 

You'll never sharpen anything with that! 

Don't ever bother applying for a job as an armaments expert. 

That would be a waste of time. 

Wasn't that fun 9 
Sleep where? 

It smells just like <> 

You can't spin that! 

How singularly useless. 

You are now standing. 

You are already standing. 

There's nothing to swim in! 

You are already wearing it. 

You already have it. 

You can't reach inside a closed container. 

You are in it! 

It slips through your fumbling fingers and falls onto the carpet with 
a nerve shattering bang. It doesn't do anything else. 

It dances by you like a thing possessed. 

You make a lunge for it, but the whole wall spins nauseatingly 
away from you. The floor gives you a light tap on the forehead. 
You're certainly picking the tough tasks. The floor is behaving like 
trampoline on an ice rink. 

You try, but miss it by a good eighteen inches. The wall jostles you 



Page 19 



rather rudely. 

The floor is behaving like something they've been working on for years 
at Disneyland. 

Okay, you're no longer wearing <> 

You aren't wearing that! 

You can't do that. At least, not in this game you can't. 

<> looks at you expectantly, as though he thought you were about to talk. 
You can't talk to <> 

You do so, but <> seems less than overjoyed. 

You hit your head against <> as you attempt this feat. 

That would involve quite a contortion! 

You can't throw anything off that! 

You can't tie <> 

You could certainly never tie it with that! 

This has no effect. 

This cannot be tied, so it cannot be untied! 

Did you have any particular direction in mind? 

Time passes... 

It's already here! 

You v/ill probably be waiting quite a while. 

Despite your friendly nature, <> isn't likely to respond. 

You can't wear <> 

You're already wearing <> 

You are now wearing <> 

Good question. 

Well, what about it? 

That's not a person! 

You begin to get a sore throat. 

You sound rather positive. 

Your load is too heavy. 

It's a little too heavy, especially in light of your exhaustion. 

You're holding too many things already. 

You're not carrying <> 

Impossible since <> is closed. 

It is pitch black. 

(providing light) 

(being worn) 

(outside the 
Sitting on the <> is: 

It looks like <> is holding: 

You just bumped into something sharp. 

**** you have died ****j 

I 

You are clearly insane. 

You can't be serious. 

Not bloody likely. 

You're not going anywhere until you get out of the <> 

With a splash, <> plunges into the water. 

Look around you. 

^ It's too dark to see! 

You can't go that way. 

It is now pitch black. 



Page 20 




It is already open. 

It is already closed. 

You can't see that anymore. 

You can't do that while you're lying down! 

With a towel wrapped around your head!?! 

A brave, Zen-like effort. It fails. 

You already are. 

You are now lying on the ground. 

Talking to yourself is said to be a sign of impending mental collapse. 

You are obviously awake .already. 

You already have it. 

You don't need my help to do that! 

You're right here! 

You're the earthman, Arthur Dent. 

Walking around the room reveals nothing new. If you want to move elsewhere, 
simply indicate the desired direction. 

You're talking complete nonsense, pull yourself together. 

That's for you to find out. 

PARSER STUFF: 

There isn't anything to <> 

Be specific: what object do you want to <> 

I beg your pardon? 

I found too many nouns in that sentence. 

Please consult your manual for the correct way to talk to characters. 

I don't know the word "<>" 

I can't use the word "<>" 

I can't find a verb in that sentence! 

I don't understand that sentence. 

I can't answer that question. 

What do you want to <> 

"I don't understand! What are you referring to?” 

There seems to be a noun missing in that sentence. 

(How about the <>) 

You're not holding all those things! 

You're not holding that! 

You're not holding <> 

I can't use multiple direct objects with "<>" 

Those things aren't here! 

You'll have to be more specific, I'm afraid. 

You can't see any <> here. 

Looking confused, <> says, "I don't see any <> here!" 

You wouldn't find any <> there. 

You can't see any <> here. 

That sentence doesn't make sense. 

I don't see what you're referring to. 









Follov.’ing are public radio stations which are Lnown to be picking up 
the Inf oco m -sponsored Hitchhikers Cubic to the Galaxy. Chose are the 
stations which have made a commitment as. of December 5, 1904. More 
expected to pick it up during the next few weeks. For dates and times 
of broadcast, check local, listings or call the station. If your area's 
public radio station is not listed here (approximately 200 are not), 
call and point out that there are many interested people in your area. 
The show is being provided to them for no charge - all they have to do 
is to make a time slot available. 



ALABAMA *. 



Birmingham 


WBH M 


M obile 


V7HIL 


ALASKA 


Barrow 


K3RW 


K odiak 


KM XT 


McGrath 


KSKO 


V7 rangell 


KSTK 


CALIF OR NT A 


T'nr V"^ o ', ? 


T * T> T> 7\ 

A . X_ J X X 


i~- > — 1. iV- .u j- 


Fresno 


KVPR 


Los Angeles 


KCRV7-FM 


Pasadena 


KPCC 


Sacramento 


iv/w J\ i 


SanFrancisco 


rrcM-F M 

i. \ w - 1 i- lx 


COLORADO 


Denver 


VTT VT r'—V M 

X W V_ . 1 X - i. 


FLORIDA 


G ainesvCIe 


WUFT 


Jacksonville 


T-TTP^ 

Jn U W X 


Miami 


WLRN-FM 


GEORGIA 


Atlanta 


W ABE 


ILLINOIS 


C hicago 


V7BEZ-FM 



UNIU-FM 

V7GIE 

WCBU 

WVIK 



are 



Edward.sville 

Peoria 

RocklsLand 



Page 2 

n 

10 V7 A 



p ortPodae 

INDIANA 


K m PR 


Indianapolis 

KANSAS 


WIAM-FM 


Lawrence 
Pierce villa 

LOUISIANA 


KANU 

KANZ 


Baton Rouge 
MAINE 


WP.KE 


Bangor 

Portland 

MASSACHUSETTS 


MPBN 

KBOO-FM 

KOAP-FM 


Boston 

MICHIGAN 


WGBH-FM 


Detroit 

MINNESOTA 


wnF'T’-r ** 

» V L; X~I A. 1 i -V 


Minneapolis 

MISSOURI 


KBEM 


Columbia 
Point Lookout 
RoHa 

Springfield 
St. Louis 

MONTANA 


KOPN 
KSOZ 
KUMA 
KSMU 
K W M U 


Missoula 

NEBRASKA 


KUFM 


0 m aha 
NEW YORK 


KIOS 


Binghamton 


WSKG 



Page 3 






C anton 
New York 
Oswego 

NORTH CAROLINA 


WSLU 
NNYC-FM 
MR VO 


ChapelHill 
0 harlotte 
Fayetteville 


xa TT T\7 n 

if % U l V v- 

WFAE 

WFSS 


NORTH DAKOTA 
Fargo 

Grand Forks 
OHIO 


KDSU 

KFJM 


Cincinnati 
K ent 

OKLAHOMA 


WVXU-FM 

WKSU 


!Torman 

OREGON 


KCOU 


Ashland 

TENNESSEE 


KSOR 


Memphis 
N ashville 

mr? y t\ c* 

iu/mO 


WKNO 

UPLN 


Corpus Christ! 
H ouston 

UTAH 


KKED 

KUHF-FM 

KPTF-FM 


Logan 

SaltLake 

VIRGINIA 


KUSU 

KUER 


Harrisonburg 


V7MRA 


WASHINGTON 

Seattle 


KNOW 


V ASIIINGTOND.C. 


r/* r-« m t\ _T“» * f 

V » i » j. /i x i - 






Pago 



WESTVIRGINIA 



Charleston 



WISCONSIN 

Kenosha 
M i’v?aukee 
Rhinelander 



WVPN 



WPTD 
WY MS-EM 
WXPR 





W e’re not shy about 
what we want. Soft- 
ware that does its 
job, for one; software that’s 
easy to use and fun to run, for 
another. And we’re not shy 
about what we like, either. In 
the pages of COMPUTE! magazine, we 
regularly let you know what’s hot and 
what’s not, what personal computer soft- 
ware and hardware is worth the time and 
money, and what you’d best steer clear of. 

Finding the best software isn’t always 
easy, though, even with the blizzard of 
packages that inundate the offices of 
COMPUTE! magazine each week. We see 
more in a day than the average user does 
in a lifetime, something that gives us a 
perspective unique in computer publish- 
ing, where every other magazine concerns 
itself with only one 
computer or only 
one very specialized 
kind of computing. 

Since COMPUTE! 
talks to all com- 
puter users and 



plays no favorites among 
machines or applications, we 
get to see the entire spectrum 
of products — software that’s 
topnotch, software that’s only 
so-so, and even software that 
we wouldn’t boot up if our 
lives depended on it. 

Sifting through the flotsam and jet- 
sam of personal computing, especially 
home computing, is our job and our de- 
light. That’s why we’re proud to introduce 
the COMPUTE! Choice Awards. 

These first annual COMPUTE! 
Choice Awards represent our collective 
opinion about the current state of home 
computing, a part of the personal 
computing community that’s healthy and 
growing. That’s amply demonstrated by 
the COMPUTE! Choice Awards, which 

illustrate the ex- 
cellence in home 
computing, rec- 
ognize the excep- 
tional, point out the 
creative, and note 
the important. 





24 COMPUTE! 






Selected by a panel of editors at 
COMPUTE! Publications, the Award 
winners were judged using four cri- 
teria. Ideally, winners were to be 

► Of the highest quality 

► Whenever possible, available for 
more than one kind of home per- 
sonal computer 

► Important to the home computing 
market 

► Available — mail-order and discount 
software stores included — for less 
than $250 

Not every winner met all the cri- 
teria. Some COMPUTE! Choice 
Award winners are not available for 
multiple computer formats, for in- 
stance. Each winner, however, meets 
the criteria better than any others 
nominated in its category. 

Because these are the first COM- 
PUTE! Choice Awards, we had the 
Herculean task of considering any 
product on the market, no matter 



when it was released. That’s why, 
though many are new products, some 
are old standbys. The 1989 COM- 
PUTE! Choice Awards are, then, our 
benchmarks, against which all follow- 
ing awards will be compared. 

We think we’ve chosen the very 
best that home computing has to offer. 
In fact, we hope that by presenting 
such awards, COMPUTE! magazine 
can encourage software developers and 
hardware manufacturers to bring the 
best applications, games, educational 
programs, and hardware into the 
home, the one place where computers 
can make a difference in everyone’s 
life. We’re all home computer users 
here, too, and we want what you 
want — the best. 

There are more than 1 3 outstand- 
ing home computer products, of 
course. Other products, lots of other 
products, deserve mention and atten- 
tion. We’ve compiled another list, one 
larger and more wide-ranging, in this 
issue. If you don’t see your favorite 
computer product among the COM- 



PUTE! Choice Award winners that fol- 
low, take a look at the other excep- 
tional products for the home computer 
user in “The Best of the Rest” (p. 36). 

WORD PROCESSOR 

Microsoft Word 

Microsoft Word combines power, ease 
of use, and configurability in a stand- 
ard-setting word processor. In the 
Macintosh world, Word is still the pro- 
gram to beat. Soon after its introduc- 
tion on the Macintosh, Word brought 
much of that machine’s power to the 
IBM PC. 

In addition to the features that 
we’ve come to expect in a world-class 
word processor — spelling checker, the- 
saurus, macros, and online help — 
Word has glossaries and style sheets 
that let you customize your word 
processing to suit your individual 
needs. What gives Word its real 
character, though, is the seamless way 
it’s driven either by mouse input or by 
well-designed keyboard commands. 
Word’s interface makes the program’s 
power accessible even to novices. 

The 1989 COMPUTE! Choice 
Award for Word Processor goes to 
Microsoft Word for several reasons. 

The program’s outstanding quality and 
impressive list of features are its most 
noticeable virtues — it definitely has 
power to burn. Word also get points 
for its continued evolution. The pro- 
gram was an early what-you-see-is- 
what-you-get proponent, and rather 
than rest on its laurels, Microsoft has 
continued to improve Word’s per- 
formance. Word is also innovative. It 
was one of the first programs to offer 
IBM PC users a powerful mouse- 
driven interface, and it has done much 
to popularize the mouse in the PC 
community. 

Last, and most importantly, Word 
has continually set and surpassed word 
processing standards on the two most 
influential computers in the market to- 
day — the IBM PC and the Macintosh. 

DATABASE 

Zoomracks 

Zoomracks is a database with a dif- 
ference. Instead of a more familiar 
record-oriented interface, Zoomracks 
uses a patented card-and-rack 
metaphor. 

Zoomracks’ main screen looks 
like a rack of cards displayed hori- 
zontally, with the top line of each card 



JANUARY 1989 25 







visible. You can scan the deck and 
zoom in on any card to get a look at 
its contents. And you can zoom out of 
any card to get an overview. 

This simple and revolutionary 
idea makes Zoomracks one of the fast- 
est and easiest databases to navigate. 
With full text searching, a powerful 
macro language, and online help, 
Zoomracks offers all the database fea- 
tures most home and small-business 
users need. 

Zoomracks’ card metaphor is not 
only an influential interface ahead of 
its time, but also, what makes this pro- 
gram so exceptional. Zoomracks gets 
high marks for its macro language as 
well. The macro language gives the 
program much of its power and makes 
Zoomracks extendable so that third- 
party vendors can create and sell their 
own rackware. 

And finally, Zoomracks is an ex- 
ample of a program that crosses com- 
puter boundaries. Zoomracks is 
available for three important micro- 
computer platforms — IBM PC, Mac- 
intosh, and Atari ST — making the 
most of a uniform interface while 
exploiting each system’s virtues. 

Zoomracks wins the 1989 COM- 
PUTE! Choice Award for Database 



because of its innovative design, 
its power, and its multisystem 
availability. 

SPREADSHEET 

Multiplan 

In 1982, Multiplan was Microsoft’s an- 
swer to VisiCalc. But while VisiCorp 
rose and fell with VisiCalc, Multiplan 
was just one of Microsoft’s many of- 
ferings, and it endured to become the 
most popular entry-level spreadsheet. 

Multiplan is fast and powerful, 
but it wins the 1989 COMPUTE! 
Choice Award primarily because it’s 
available on so many systems. Few 
packages work on as many systems 
as Multiplan , which has versions for 
the Apple II, CP/M, IBM PC, and 
Macintosh. 

Multiplan’s speed is notable; the 
program recalculates spreadsheets at 
blistering rates. It’s easy to use, too — 
there’s no need to learn cryptic com- 
mands when you can use menus to 
choose functions and operations. The 
program is especially easy to use on 
mouse-equipped systems. 

Multiplan gets along well with 
other spreadsheets, too, because you 



can convert data from other formats. 

Although Multiplan is no longer 
Microsoft’s top-of-the-line spreadsheet, 
it does offer macro capabilities and an 
iteration option. Multiplan is a great 
bargain for such a powerful spread- 
sheet: $99 for the Apple II version and 
$195 for the other versions. 

INTEGRATED SOFTWARE 

Microsoft Works 

Works comes from a well-respected 
software family, so you’d expect it to 
be good. The package combines a 
word processor, a spreadsheet, a data- 
base, and a telecommunications pack- 
age. You can find versions for the 
IBM PC and its compatibles and for 
the Macintosh. 

The word processor is packed full 
of features, including graphics han- 
dling and a spelling checker, and the 
spreadsheet lets you create business 
graphics, such as pie charts and bar 
graphs. If there’s a feature missing 
from any of the applications, you can 
probably create a macro to accomplish 
the task. 

The nicest feature of Works is 
that it offers the perfect balance be- 
tween power and price. Many single- 
application packages pack too much 
punch for the home user, so Works’ 
simplicity helps tremendously. And if 
you bought the applications separately, 
you’d spend more than four times the 
money you’d spend for Works. 

We chose Works for a 1989 
COMPUTE! Choice Award because 
it’s easy to use, inexpensive, versatile, 
and provides just the right amount of 
power for the home user. 



PROGRAMMING 

LANGUAGE/UTILITY 

Turbo Pascal 

Borland International made its mark 
in the computer industry when it re- 
leased the incredibly popular Turbo 
Pascal programming language. Turbo 
Pascal was the first truly affordable 
Pascal compiler. It’s quick, capable, 
and, unlike many compilers, it carries 
no licensing fees. Today, Turbo Pascal 
is available for MS-DOS and CP/M 
computers as well as the Macintosh. 

Turbo Pascal receives a 1989 
COMPUTE! Choice Award for its 
long-standing popularity, its usability, 
and its ability to change with the 
marketplace. Consistently, Borland has 
kept Turbo Pascal up-to-date. When 



26 COMPUTE! 






users requested more features, such as 
direct support of DOS calls and the 
ability to use more than 64K of mem- 
ory for data, Borland responded. 

When windowing environments be- 
came popular, the Turbo Pascal editor 
acquired pull-down menus, requesters, 
and a resizable editing window. 

As a compiler, Turbo Pascal is 
fast — it can compile more than 200 
lines per second on a standard 4-MHz 
MS-DOS machine. As a language, 
Turbo Pascal is complete, offering sev- 
eral predefined functions and proce- 
dures. With the use of compiled 
subprograms called units, you can ac- 
cess everything from the disk drive to 
the graphics screen. For additional 
support, Borland offers a series of 
Toolbox books which contain sample 
procedures, functions, and completed 
programs. 

Turbo Pascal has become the 
standard programming language on 
MS-DOS computers. Chances are, if a 
commercial PC program is written in 
Pascal, it’s written in Turbo Pascal. 



GRAPHICS 

Deluxe Paint II 

Although it’s available for the Apple 

28 COMPUTE! 



IIgs and IBM PC as well, Deluxe 
Paint II started out on the Amiga, a 
personal computer with no peer when 
it comes to graphics. To match the 
capabilities of that graphics computer 
in a graphics program takes ease of 
use, reliability, and elegance. Deluxe 
Paint II has all that and more. For 
these reasons, Deluxe Paint II wins the 
1989 COMPUTE! Choice Award for 
Graphics. 

Deluxe Paint II took its cue from 
Macintosh paint programs but added 
one important element: color. With 
Deluxe Paint II, you paint with light- 
4096 colors’ worth. The program’s rep- 
ertoire includes such advanced fea- 
tures as perspective, custom brushes, 
resizable standard brushes, and color 
cycling. You can pick up any part of 
an image and rotate it, flip it, or create 
its mirror image. You can easily 
shrink and expand images. With De- 
luxe Paint II, you can work with two 
pictures at the same time. When 
you’ve finished, you can merge them 
together. 

In all its forms, Deluxe Paint II 
supports the standard and not-so- 
standard graphics modes on its host 
computer. Its manual is uniformly ex- 
cellent and includes everything you 
need to know and more. Beginners 
will appreciate the tutorials and the 



graphics interface that includes menus 
and a tool box. 

Deluxe Paint is a program you 
can grow into. 



HARDWARE ADD-ON 

Hewlett-Packard DeskJet 

The Hewlett-Packard DeskJet is an 
amazing hardware add-on for any 
IBM PC, PC compatible, or Mac- 
intosh personal computer system. An 
ink-jet printer, the DeskJet neverthe- 
less produces text and graphics almost 
indistinguishable from laser-printer 
output. 

The under-$ 1,000 HP DeskJet 
sprays characters and pictures onto pa- 
per through the nozzles in its dis- 
posable printhead. Unlike ink-jet 
printers of the past, however, it pro- 
duces a superbly crisp page with a 
resolution of 300 dots per inch (dpi), 
the same resolution found in the cur- 
rent generation of laser printers. 

The printer comes equipped with 
a 100-page sheet-feeder tray and uses 
plain copier paper. Although the 
DeskJet has but one built-in font 
(Courier), more than a dozen optional 
font cartridges are available from HP. 

We gave the 1989 COMPUTE! 
Choice Award for Hardware Add-On 
to the HP DeskJet for its performance 
and its price, two equal and vital 
requirements for home and home- 
otfice use. 

The DeskJet flawlessly produces 
the kind of professional-quality text 
and graphics that, until its arrival, 
could only have been generated on a 
far more expensive laser printer. For 
less than $ 1 ,000 you can print near- 
typeset-quality reports, newsletters, 
graphics, and art. 

The DeskJet is versatile, too, for 
although it’s easily connected to an 
IBM PC and PC-compatible com- 
puter, it will also produce stunning re- 
sults with a Macintosh using Orange 
Micro’s Grappler LQ interface. 



ARCADE GAME 

Tetris 

Okay, last time: This is Tetris [show 
red-colored box]. This is your brain 
[show egg]. This is your brain on 
Tetris [show egg on box, sizzling]. Any 
questions? 

People say this about lots of 
games, but Tetris is, by far, the most 




addictive game ever. We can thank 
some programmers in the Soviet 
Union for this treasure. 

As you play Tetris, you try to di- 
rect falling blocks so that they build 
solid rows. No space wars, no tanks, 
no guns. If only the geopolitical world 
we live in were so simple. 

You don’t shoot; you build. You 
don’t move quickly; you manipulate 
carefully. You can play as fast or as 
slow as you like, and the game is still 
fun. It doesn’t take long to learn to 
play Tetris well enough to spend 1 5 
minutes on one game. 

You have to see this game to 
appreciate it. But -don’t check it out if 
you’ve got other things to do. 

The 1989 COMPUTE! Choice 
Award for Arcade Game goes to the 
unconventional Tetris because it’s easy 
to play, but hard to master, because 
it’s deceptively simple, but ingeniously 
complex — and because Tetris is avail- 
able for almost every personal 
computer. 



SIMULATION SOFTWARE 

Flight Simulator 

These days you can run a train, com- 
mand a moon mission, captain a sub- 
marine, and drive a racecar, all from 



your computer. But in the early 1 980s, 
one software package reigned supreme 
in the world of personal computer 
simulations — Flight Simulator. 

Despite the competition, or per- 
haps because of it, Flight Simulator 
continues to excite the imagination 
and retain its standing as the bench- 
mark of computer simulation pro- 
grams. The program has even spawned 
add-on scenery disks. 

From the cockpit of a Cessna 1 82, 
a Leaijet, or a World War I-vintage 
Sopwith Camel, take off and land at 
airports around the world. Create as 
many as 30 flight situations that you 
can save to fly again. You get a view 
through the windshield and a detailed, 
accurate, instrumentation panel. Test 
your flying skills by altering time of 
day, weather, and seasons. 

Flight Simulator garners the 
COMPUTE! Choice Award for 
Simulation Software not only because 
of its depth of design, but also because 
of its breadth of scope. It operates on 
almost every personal computer, 
including the IBM PC and 
compatibles, Macintosh, Apple II, 

Atari ST and 8-bit computers, Amiga, 
and Commodore 64/128. Equally tell- 
ing are the continuing advancements 
that have been made with the package. 
The latest release for the IBM PC, ver- 



sion 3.0, builds on a tradition of de- 
sign excellence. 

EDUCATIONAL SOFTWARE 

Where in the World Is Carmen 
Sandiego ? 

Actually only the first installment in a 
software series, Where in the World Is 
Carmen Sandiego? succeeds where 
most other educational software falls 
flat — not only is it a worthy learning 
tool, but it’s also an entertaining expe- 
rience in front of the computer. 

You play the part of a gumshoe 
hot on the trail of Carmen Sandiego 
and her gang of strange-named crim- 
inals. The pursuit takes you across the 
world or, in the sequels, across the 
U.S.A. or Europe. 

As you travel from city to city, 
you uncover geographical clues about 
your quarry’s new destination. It’s up 
to you to figure out the crook’s next 
tour stop and then beat him or her to 
that place. The reference materials in- 
cluded with each program are invalu- 
able and make the software as educa- 
tional as any lesson in looking up facts 
or delving deep into information. 
Where in the World, for example, con- 
tains the World Almanac. 

The 1989 COMPUTE! Choice 
Award for Educational Software goes 
to Where in the World Is Carmen 
Sandiego? and its siblings for several 
reasons, not the least of which is that 
the series has set a standard that other 
educational packages strive for. 

Carmen teaches geography in such an 
entertaining fashion that learning is 
nearly painless. Children want to play 
Carmen; that’s the single most im- 
portant hallmark of quality educa- 
tional software. 

Carmen also won points for its 
presence on a variety of home com- 
puter systems, with versions for MS- 
DOS, Apple II, Commodore 64, and 
Macintosh. Add to that the fact that 
Carmen is a superb game in either the 
classroom or the home, and you get a 
clear winner. 

HISTORICAL GAME 

Pirates! 

Computers can open windows on 
other worlds, both real and not, an 
ability admirably demonstrated by 
Pirates!. 

Pirates! is set in an only partially 
romanticized Caribbean world of the 
sixteenth and seventeenth centuries. 
You assume the role of a privateer or 



30 COMPUTE! 





buccaneer roaming the seas in search 
of treasure, political alliance, solutions 
to certain mysteries. You can play the 
game as a wholly imaginary character 
or you can simulate a great historical 
captain. 

Either way, you must outfit your 
craft; hire a crew; and develop sea- 
faring, martial, mercantile, social, and 
diplomatic skills. While certain aspects 
of the game evoke an Errol Flynn 
sensibility, others are more harsh: You 
can be taken prisoner, you age, and 
you can lose the loyalty of your crew. 
Historical reality also figures: Alliances 
shift, treaties collapse. 

Pirates! calls upon a variety of 
abilities. When voyaging, you must 
navigate your ship through sometimes- 
difFicult waters and winds. Ship-to- 
ship combat likewise requires mastery 
of tight hauls against the wind and 
carefully aimed cannon fire. No less 
difficult are negotiations with gov- 
ernors of various ports of call. 

We selected Pirates! as the 1989 
COMPUTE! Choice Award winner in 
the Historical Game category for its 
excellent gameplay and its high-quality 
historical documentation and context. 
Literate, carefully organized, histori- 
cally accurate, the manual is an im- 
portant aspect of Pirates!. 

32 COMPUTE! 



Pirates! succeeds on several levels, 
can be played by adults or children, 
and remains rewarding no matter how 
many times its adventures have been 
sampled. 

ROLE PLAYING/ 

ADVENTURE GAME 

Hitchhiker's Guide to the Galaxy 

Douglas Addams’ popular book 
trilogy/radio show/TV series, The 
Hitchhiker’s Guide to the Galaxy, was 
the perfect medium to integrate into 
Infocom’s computer-adventure format. 

Like all good adventure games, 
the Hitchhiker story doesn’t follow a 
linear path; it transcends space and 
time. And by working closely with 
Douglas Addams, the program’s au- 
thors succeeded in keeping the game 
faithful to the Hitchhiker story. 

The Hitchhiker story is unique. 
Briefly put, Arthur Dent wakes up to 
find that his house is in the path of a 
proposed freeway and is going to be 
destroyed. Of course, this problem 
soon loses impact when Arthur 
discovers that the entire Earth is to be 
demolished to make way for an inter- 
galactic bypass. More than anything 



else, The Hitchhiker’s Guide to the 
Galaxy adventure game is humorous. 
As Arthur Dent, you’ll encounter such 
bizarre characters as Zaphod 
Beeblebrox, the erstwhile president of 
the universe; Marvin, a morosely 
philosophical robot; and the most 
ravenous creature in the universe, the 
Bugblatter Beast of Traal. But after 
surviving the destruction of Earth in 
the first few minutes of the game, 
you’re prepared for anything. 

For bringing lethal Vogon poetry, 
Babble fish, and the phrase Don ’t 
Panic! to computer adventure games, 
Infocom’s The Hitchhiker’s Guide to 
the Galaxy is the 1989 COMPUTE! 
Choice Award winner for Role 
Playing/ Adventure Game. 

TELECOMMUNICATIONS 

Quantum Computer Services 

Computer owners who have added 
modems to their systems have bene- 
fited from a world where fellow enthu- 
siasts are but a phone call away. But 
for others, telecommunications re- 
mains the mysterious stranger on the 
personal computing horizon. Acoustic 
couplers, baud rates, parity, and phone 
lines conjure up images of Matthew 
Broderick playing war games with the 
Strategic Air Command, or of E.T. 
phoning long distance. 

The 1989 COMPUTE! Choice 
Award for Telecommunications goes to 
Quantum Computer Services for shed- 
ding light on the murky waters of elec- 
tronic communications. Either alone 
or in conjunction with hardware 
manufacturers, Quantum offers 
AppleLink for Apple II users, Q-Link 
for Commodore 64/128 users, and PC- 
Link for the MS-DOS community. 

Quantum subscribers gain access 
to information specific to their com- 
puter brand. They can attend elec- 
tronic universities and sit in on panel 
discussions with industry experts. 

They can read news, search an 
encyclopedia, shop, or play games. 
They can share thoughts, hints, and 
tips on electronic bulletin boards, keep 
tabs on the newest public domain and 
shareware software packages, and dis- 
cuss the latest hardware developments. 

Quantum continues to bring com- 
puter users into the electronic fold. 

The recent agreement to bundle its 
PC-Link software into Tandy’s new 
Deskmate 3.0 integrated productivity 
and graphics interface software pack- 
age promises to increase the legions of 
personal computing enthusiasts who 
have made telecommunications a 
stranger no more. □ 



ACT IVISTON] 

; HOME COMPUTER SOFTWARE I 



FAX 
To : 


Mike Dornbrook (INFOCOM) 


cc: Geoffrey Mulligan 


From: 

Date: 


Winrich Derlien 
09.10.86 





Re: Software of the year 



The "Software of the Year" Is annually selected by six European 
and one American magazine under the direction of the German 
"CHIP" magazine. 

Winner in the "Entertainment" category is 

Hitchhikers Guide to Galaxy. 

The award will be handed over on October 16 in Cologne. If you like 
to send somebody of your company to this event, please let me know. 

By the way: Leather Goddess js of Phoboes has become Software of the 
year with another leading magazine, "Happy Computer", in the 
category "Textadventure" . 

Regards 

Wi nnie 



CC ■ £ 



1 

2 

3 

4 

5 

6 

7 

8 

9 

10 

11 

12 

13 

14 

15 

16 

17 

18 

19 

20 

1 

2 

3 

4 

5 

6 

7 

8 

9 

<in 




TM 



RECREATIONAL SOFTWARE 



Hitchhiker’s Guide to the Galaxy • Infocom * M ac gm. at 
Microsoft Flight Simulator • Microsoft • IBM 
Flight Simulator II • Sublogic • AP, C64 AT 

Lode Runner • Broderbund • AP, IBM, MAC, C64, AT 
Sargon III • Hayden Software • AP, IBM, MAC, C64 
Zork I • Infocom • AP, IBM, MAC, AT, CP/M, DEC, TIP 

Trivia Fever • Professional Software • AP IBM, MAC, C64 

Goto • Spectrum Holobyte • IBM 

Wizardry • Sir-Tech Software • AP, IBM 

King’s Quest • Sierra On-Line • APe, IBM 

Ultima III • Origin Systems • AP, IBM, C64, AT 

Summer Games • Epyx • AP, C64, AT 

Millionaire • Bluechip Software • AP, IBM, MAC, C64 

Bruce Lee • Datasoft • AP, IBM, C64, AT 

Zaxxon • Datasoft • AP 

Deadline • Infocom - AP, IBM, MAC, C64, AT, CP/M, DEC. TIP 

Dragonworid • Telarium • AP, IBM, C64 

MacAttack • Miles Computing • MAC 

Zork II • Infocom • AP, IBM, MAC, AT, CP/M, DEC, TIP 

Murder by the Dozen • CBS Software • AP, IBM, MAC, C64 



HOME SOFTWARE 



Print Shop • Broderbund • AP, C64 

Print Shop Graphics Library • Broderbund • AP 

Home Acct. • Arrays/Cont. • ap. apc, ibm, mac, C64. at, tip, eps 

Bank Street Writer • Broderbund • AP, APc, IBM, C64. AT 

Dollars & $ense • Monogram • AP, APc, IBM, MAC, TIP 

Micro Cookbook • Virtual Combinatics • AP, IBM 

Tax Advantage • Arrays/Continental .ap, ibm, PCjr, C64, at 

Homeword • Sierra On-Line • AP, IBM, C64, AT 

Mac the Knife .Miles Computing • MAC 

Mueif* lAfntrlre - U/^v/H<or» Qr>fH */<'-'! re* - N/lAf - " 




This 

Week 


Last 

Week 


Weeks 

on 

Chart 


RECREATION 


1 


1 


103 


Flight Simulator II • Sublogic • AT, C64, A P 


2 


2 


99 


Flight Simulator • Microsoft • IBM 

MAC AT 


3 


4 


6 


Hitchhiker's Guide to the Galaxy - Infocom • C64 1BM AP 


4 


3 


55 


Sargon III • Hayden Software • AP, C64, IBM, MAC 


5 


6 


119 


Zork 1 • Infocom • AP, DEC, IBM, AT, MAC, TIP 


6 


5 


72 


Lode Runner • Broderbund • AT, C64, IBM, AP, MAC 


7 


11 


2 


Suspect • Infocom • AP, MAC, IBM, AT 


8 


8 


56 


Ultima III • Origin Systems • AP, AT, IBM, C64 


9 


7 


119 


Wizardry • Sir-Tech Software • IBM, AP 


10 


9 


10 


Trivia Fever • Professional Software • C64, AP, IBM 


11 


10 


61 


Millionaire • Bluechip Software • MAC, AP, C64, IBM, AT 


12 


12 


97 


Zork III • Infocom • IBM, AP, TRS, MAC, DEC, AT, CP/M, TIP, C64 


13 


13 


115 


Zork II • Infocom • TRS, DEC, IBM, AP, AT, CP/M, TIP, MAC 


14 


14 


32 


Summer Games • Epyx • AP, C64, AT 


15 


— 


1 


Ground Zero • MindSports • MAC 


16 


16 


19 


Murder by the Dozen • CBS Software • C64, MAC, IBM, AP 


17 


17 


3 


MacAttack • Miles Computing • MAC 


18 


18 


7 


Gato • Spectrum Holobyte • IBM 


19 


15 


9 


Cutthroats • Infocom • IBM, AP, MAC, AT 


20 


20 


104 


* Frogger • Sierra On-Line • IBM, AP, AT, C64, VIC, MAC 


21 


19 


30 


Transylvania • Penguin Software • AP, C64, MAC 


22 


27 


84 


Zaxxon • Datasoft • AP 


23 


24 


117 


Deadline • Infocom • DEC, IBM, TRS, AT, C64, CP/M, TIP, MAC, AP 


24 


22 


41 


Planetfall • Infocom • MAC, TIP, IBM, CP/M, ap, TRS, DEC, AT, C64 


25 


28 


27 


Beyond Castle Wolfenstein • Muse Company • AP, C64 


26 


— 


1 


Baron • Bluechip Software • IBM, MAC, C64, AP 


27 


21 


25 


Seastalker • Infocom • MAC, C64 IBM, AP, AT 


28 


— 


1 


Spy Hunter • Sega Consumer Products • AP, AT, IBM, C64 


29 


— 


48 


Witness • Infocom • AT, DEC, C64, AP, MAC, IBM, TRS, TIP 


30 


-■■■■■ 


1 


^ Mac Vegas • Videx • MAC 




This 

Week 

1 

2 

3 

4 

5 

6 

7 

8 

9 

10 

11 

12 

13 

14 

15 

16 

17 

18 

19 

20 

21 

22 

23 

24 

25 

26 

27 

28 

29 

30 









R 



RECREATION 



Flight Simulator II • Sublogic • AT, C64, AP 

Flight Simulator • Microsoft • IBM 

Sargon III • Hayden Software • AP, C64, IBM, MAC 

Zork I • Infocom • CP/M, AP, DEC, IBM, AT, MAC, TIP 

Wizardry • Sir-Tech • IBM, AP 

Ultima III • Origin Systems • AP, AT, IBM, C64 

r . .., _ . ^ J r MAC, AT, 

Hitchhiker s Guide to the Galaxy • Infocom • C64 )BM AP 

Trivia Fever • Professional Software • C64, AP, IBM, PCjr 
Millionaire • Bluechip Software • MAC, AP, C64, IBM, AT 
Zork II • Infocom • TRS, IBM, AP, AT, CP/M, TIP, MAC 

Frogger • Sierra On-Line • IBM, AT, AP, C64, MAC 

Championship Lode Runner • Broderbund • AP, C64 

Cutthroats • Infocom • IBM, AP, MAC, AT 

Deadline • Infocom • DEC, IBM, TRS, AT, C64, CP/M, MAC, AP 

Sorcerer • Infocom • C64, MAC, TRS, AT, IBM, AP 

Summer Games • Epyx • AP, C64, AT 

Beyond Castle Wolfenstein • Muse Company • C64, APc 

Transylvania • Penguin Software • AP, C64, MAC 

Lode Runner • Broderbund • AT, C64, IBM, AP 

Zork III • Infocom • IBM, AP, TRS, MAC, DEC, AT, CP/M, TIP, C64 

Zaxxon • Datasoft • AP 

Pitstop II • Epyx • C64 

Murder by the Dozen • CBS Software • C64, MAC, IBM, AP 

Bruce Lee • Datasoft • C64, AP, AT 

Ultima II • Sierra On-Line • C64, AT, IBM, AP, PCjr 

Seastalker • Infocom • MAC, C64, IBM, AP, AT 

Enchanter • Infocom • TRS, TIP, AT, IBM, DEC, AP, C64 

Gato • Spectrum Holobyte • IBM, PCjr 

Witness • Infocom • AT, DEC, C64, AP, MAC, IBM, TRS, TIP 

Planetfall • Infocom • TRS, MAC, IBM, CP/M, AP, DEC, AT, C64 







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by Ron Scibilia 



I MERGE AND UN-MERGE: Culver City, CA-based software publisher AshtonTate (dBase II, dBase 
M, Framework) agrees to buy E. Hartford, CT-based MultiMate International (MultiMate word pro- 
cessor) for $19 million. Deal, says Ashton-Tate, will raise that firm’s annual revenues by 25 percent to 
an estimated $100 million. Meanwhile, distributors First Software, Micro D announce termination of 
their proposed marriage plan. Union reportedly nixed by accountants for tax 
reasons. . . .Inglewood, CA-based distributor Softsel intends "hard sell" of 
new posture stressing company's role as double-threat firm carrying 
both hardware, software. Softsel plans new hardware pricing policy 
with higher dealer profit, separate dealer price book for hardware, 
eight -page hardware ad insert .... 

Peripherals supplier Tecmar introduces Phonegate 2400, 2400-baud Hayes-compatible internal 
modem, telephone interface on 10-inch board for IBM PC, PC/XT, AT, Tandy 1000, Compaq, other PC 
compatibles. Unit priced at $789, features support for telephone set, off-hook detection, touch tone, 
decoding, pulse/touch tone dialing, plus data communications capabilities. Modem includes two soft- 
ware programs: Telephone Management Software, which turns user’s computer, telephone into in- 
telligent voice communications system; Respond data communications package. Phonegate 2400 
can be combined with Tecmar’s Voice Recognition, Voice Companion boards, allowing user to issue 
verbal commands to computer, leave spoken responses to computer-voiced ques- 
tions. .. .Corona Data Systems slashes suggested retail prices up to 49 
percent on 400 Series of desktop, transportable IBM PC-compatibles. 
Two-drive PPC -400-22, 10 Mbyte hard disk PPC-400-XT transportables 
reduced from $2,795 to $1,495 and $4,295 to $2,295 respectively, 
representing 47 percent cut. New prices for desktops show 45 percent 
reductions: single-drive PC-400- 12 from $2,445 to $1,345; two-dnve 
PC-400-22 from $2,650 to S 1,495; 10 Mbyte hard disk PC-400-HD2 
from $4,150 to $2,295. . . . 

Meanwhile, at Zenith Data Systems, downward price adjustments set on certain IBM PC- 
compatibles in line introduced last May: Z-158 PC desktop, with two microprocessor speeds, drops 
from $2,499 to $2,199 for one-drive 128K RAM model, from $2,899 to $2,499 for two-drive 256K 
RAM model, from $4,099 to $3,699 for 10 Mbyte hard disk 256K RAM version; entry-level Z-148 PC 
desktop drops from $1,899 to $1,499 for one-drive 128K RAM system, from $2,199 to $1,799 for 
two-drive 256K RAM version. Transportable Z-138, 24-pounder now tagged at $1,699, down from 
$1,999, for 128K RAM one-drive model, $1,999, down from $2,299, for 256K RAM two-drive 

unit TeleVideo Systems, San lose, CA, bows two fast new daisy 

wheel printers: $1,495 TP 780, which is Diablo 630-compatible, offers 
"print-in-flight" technology with 90 cps (aaa), 67 cps (Shannon) print 
speed; $1,195 TP 760, also Diablo 630 command set-compatible, is a 
60 cps unit .... 

Victor Company of Japan, better known here as JVC, shows new one-third height, 3.5-inch micro- 
sized hard disk drive using single platter. Two models in new JD-38 series, initially to be marketed on 
OEM basis, are JD-3806M with 5 megabytes formatted capacity, JD-3812M with 10 megabytes for- 
matted capacity. Drives are 1 .14 inches high by 4 inches wide by 5.5 inches deep; both feature low 
weight (1 .47 lbs.), low power consumption (no more than 8 watts). Supplier sees wide range of use in 
portables, small computers.... Accolade, start-up home computer entertain- 
ment software supplier based in Cupertino, CA, debuts new joystick- 
controlled baseball game— Hardball— with graphics, action resembling 
televised contest. Game features 3-dimensional field perspectives, in- 



j- ToplOGlfflM 


E 


HRchMkar'a Quid* to tha Qalaiy (AP, 

AT, CM, IBM, MAC) Infocom 


3 


E 


Qato (AP. IBM, MAC) 

Spectrum Holobyte 


3 


E 


Karatka (AP, CM) 

Broderbund 


a 


E 


Fight Simulator H (AP, AT, CM) 

Sublogic 


s 


E 


M S Strika Eagla (AP, AT, CM, IBM) 

MicroProse 





pi 


Wlahbringar (AP, AT, CM. IBM. MAC) 

Infocom 




E 


Spy Hunt* (AP, AT, CM, IBM) 

Simon &. Schuster 


10 




iL 


Fight Simulator (IBM) 

Microsoft 


4 




| Q ! Ultima III (AP, AT, CM, IBM, MAC) 

1 * I Origin Systems 


■■ 1 

j 




4 J A ! Sargon III (AP, CM. IBM, MAC) 

1U j Hayden 


8 


Top 5 Educational 


E 


Typing Tutor III (AP, CM, IBM, MAC, Jr) i 4 ! 

Simon & Schuster 


4 A j Now Improved MastarTypa (AP, AT, j A 

| ■ : CM, IBM, MAC) Scarborough ; ■ 




l! 


Math Blaatar! (AP, CM, IBM) j A 

Davidson & Associates » j 




4 A ! Turbo Tutor (AP, IBM) C 

| j Borland International J ® j 


li 


Word Attackl (AP, CM, IBM) 

Davidson & Associates 


Ltj 


Top 5 Home Management 


E 


Print Shop (AP. AT, CM) ! 4 

Broderbund | ■ 






E 


Tha Nawaroom (AP, CM, IBM) 

Springboard 


3 


li. 


Print Shop Qraphica library K (AP, AT, 

CM' Broderbund 


- 



4 b/* Straat Writ* (AP, AT, CM, IBM) 

Broderbund 



eluding centerfield pitcher/batter view, behind-the-plate views of 
rightfield, leftfield. Player can choose right- or left-handed hurler, 
throw fast balls, sliders, curves, screwballs, change-ups, sinkers. Game 
includes managerial decision-making: intentional walks, substitu- 
tions, bunts, base-stealing, infield/outfield player positioning. 
Available for C64, Cl 28, Apple H family, $29.95, $34.95 respectively. □ 



HomaPak (AP, AT, CM, IBM) 

B.itk'ni's Included 



AP = Apple 11/Ile); AT = Atan 400/800 1200XL| 

CM = Comn.odore 64 ; IBM = IBM PC, VIC = VlC-20, 
TBS = TRS 80 11.111 & Color Computer, 

MAC = Macintosh, Jr = IBM PCjr; APc » Apple lie 



AS O F F I O E AT home 



s f i’ r 



M H f K I * « i 





■ Thousand Oaks, CA-based Corona Data Systems bows transportable IBM PC AT-compatible 
microcomputer, dubbed Corona AT Transportable (ATP). New 38-lb. computer, based like IBM AT on 
Intel 80286 microprocessor, has built-in nine-inch green phosphor display with 640 x 400 resolution, 
color/monochrome video graphics card, has five expansion slots (three AT-compatible; two XT- 
compatible), includes parallel, serial ports. Two models available: ATP-6-QD, priced “under $4,500,” 
features 1 .2 Mbyte floppy drive, one 360 Kbyte floppy drive, 512 KB RAM; ATP-6-Q20, priced “under 
$5,500,” has 1.2 Mbyte floppy drive, 20 Mbyte hard disk drive plus AT-compatible hard disk con- 
troller.... Leading software makers Lotus Development, AshtonTate 
unveil products that work with new Intel Above Board circuit board 
that vastly increases usable memory of IBM PC, compatibles. Cam- 
bridge, MA-based Lotus announces enhanced versions of its Sym- 
phony, 1-2-3 programs for new memory board, available summer, fall 
respectively; Culver City, CA-based AshtonTate plans new version of 
Framework for late summer release. Intel board, with technical input 
by Lotus, permits IBM PC to surpass previous 640 Kbyte memory 
limit set by MS-DOS operating system, reportedly offers up to 8 
megabytes usable RAM for massive spreadsheet, database 
applications .... 

East Meets West: Santa Ana, CA-headquartered distributor Micro D says it has entered discus- 
sions that could soon lead to merger with Lawrence, MA-based distributor First Software. Micro D 
racked up $1 14 million sales last fiscal year; First Software $60 million .... AT&T now plans 
to sell its home-grown family of WE32100 series 32-bit micro- 
processors to outside computer manufacturers. AT&T expects to use 
same chips in two forthcoming products, versions of its current 3B line 
of minicomputers. Company indicates use of new chips in AT&T PCs 
at least year away .... 

Boston-based Yankee Group, high-tech market research, consulting firm, announces it will 
distribute research work, newsletters, other information to subscribers via E-Pub electronic mail, 
publishing network of Silver Spring, MD-based ITT Corp.’s Communications Group. Subscribers will 
have immediate electronic access to research via new YankeeNet service, which also features elec- 
tronic mail service. YankeeNet service costs $1,900 per year, entitles user to 750 minutes usage, 
with additional usage billed at $150 per 250-minute block. . . .RCA Service Company 
says it will provide nationwide warranty service on Commodore Inter- 
national computers, disk drives, color monitors, also offer after- 
warranty service, long-term service contracts .... 

Anchor Automation, Van Nuys, CA, now providing five-year warranty at no extra cost on com- 
pany’s $299 300/1200 autodial/autoanswer Volksmodem 12 model, introduced last November. Sup- 
plier claims warranty longest available in industry for “smart” modem. . . .Hewlett-Packard 
intros new software programs, Jetstart, Laserstart, developed by Soft- 
Style, Inc. to provide Apple Macintosh users with text, graphics output 
from HP's Thinkjet, LaserJet printers. Prices: Jetstart $45; Laserstart 
$95; prices include documentation, standard Mac cable .... 

Digital Research bows first end-user application programs-GEM Desktop, GEM Draw-taking ad- 
vantage of company’s Graphics Environment Manager (GEM) operating system extension that brings 
Macintosh-like interface to MS-DOS computers. DRI also announces two other GEM applica- 
tions— GEM Paint, GEM Write — to be bundled as GEM Collection with GEM Desktop. GEM Desktop 
priced at $49.95; GEM Draw carries $149 introductory tag until August 31 , $249 thereafter. GEM Col- 
lection, to be released mid-June, priced at $199. Slated for July release are GEM Wordchart, $149; 

GEM Graph, $199 Gershwin, Liberace at Computer Keyboard: 85-year- 

old Buffalo, NY-based QRS Music Rolls, Inc. intros software, on floppy 
disk, that lets Commodore 64 emulate musical instruments. QRS also 
making available its library of over 10,000 piano rolls, on $19.95 six- 
song floppy disk "albums." □ 



TOP 1 0 COMPUTER SOFTWARE 


.£1 Top 10 Games 


LJ 


Flight Simulator II (AP, AT. C64) j 

Suhlogic 


f! 


• 

Hitchhiker’* Guide to the Galaxy { A 

(AP, AT, C64, IBM. MAC) Infocom * 




li 


Karateka (AP) A 

Broderbund O 






Li. 


Flight Simulator (IBM) a 

Microsoft ; V 






LU 


Sargon III (AP, C64, IBM, MAC) £ 

Hayden W j 






H 


Zork (AP, AT, C64, IBM, MAC, TRS) i 

Infocom * 






Li 


Lode Runner (AP, AT. MAC) 

Broderbund 






Li 


King’* Guest (AP, IBM) 

Sierra On-Line 






LI 


Wizardry (AP) 

Sir-Tech i “ ( 




u 


Exodus: Ultima III (AP, AT. C64, IBM) A 

Origin Systems ' w 



Top 5 Educational 


c 


New Improved MasterType (AP, AT. 

C64, IBM, MAC) Scarborough 








hi 


Typing Tutor III (AP.C64, IBM, MAC) A 

Simon & Schuster ■ j 




I 3 


Math Blasted (AP.C64.IBM) 

Davidson & Associates 


3 






Li 


Mind Prober (AP, C64, IBM, MAC) 

Human Edge Software 




h 


Reader Rabbit and the Fabulous Word i 

Factory (AP, C64, IBM) Learning Co. j 




Top 5 Home Management 


h 


Print Shop (AP, AT, C64) 

Broderbund 


2 






[Z 


h 


The Newsroom (AP, AT, C64) 

Springboard 


Li 


Print Shop Graphics Library (AP, AT j 

C64) Broderbund __ 


Li 


DoNars A Sanaa (AP, IBM, MAC) | £ 

Monogram ^ J 


I s 


HomePak (AP, AT, C64, BM) 

Batteries Included 


2 



AP = Apple (II/IIe); AT = Atari 

C84 = Commodore 64 ; BM = IBM PC; 



TRS = TRS-80 II/III & Color Computer 
MAC = Macintosh; Jr = IBM PC)r ; A Pc-App«_ 











TOP 1 0 COMPUTER SOFTWARE 



n 



Top 10 Gums 



L art 



i i 



M 1 


F*gM Sinnriator 1 (AP, AT, C54) 

Sublogic 


1 








I 2 


Zfffc (AP, AT, C$4, BM. MAC, TRS) 

Infocom/Commodore/Tandy 


2 








I 3 


tarpon ■ (AP, C$4, BM, MAC) 

Hayden 


6 








|< 


Sfeardry(AP,BM) 

Sir-Tech 


7 








|5 


TiMa Faaar (AP, C$4, BM PCjr) 

Professional Software 


4 








I 6 


Exodua: UWma ■ (AP, AT, C64, BM) 

Origin Systems 


5 








1’ 


HhchNkar't Quid* to Dm Galaxy (AP, 

AT, C64, BM, MAC) Infocom 


- 


I 8 


Championship Loda Rumtar (AP, C64) 

Broderbund 










I 9 


Star Laagua Baaabal (AT, C64) 

Gamestar 


9 








|10 


Summer Gamas (AP, AT, C64, BM) 

Epyx 


8 


TU» 

Mmi 


Top 5 Educational 


LM 

Monti. 


I* 


MaaterTypa (AP, AT, C64, BM) 

Scarborough 


1 








I 2 


Math Slatted (AP, C84, BM) 

Davidson & Associates 


3 








I 3 


Typing Tutor B(AP,C64,BM) 

Simon & Schuster 


2 








I 4 


Study Program for tha SJLT. (AP, C$4, 

BM, PCjr) Barrons 


4 








I s 


Maatartng tha SJLT. (AP, C$4, BM) 

CBS Software 




TWs 

Moath 


Top 5 Home Management 


LM 

MaaU 


|1 


Mart md Sanaa (AP, APc, BM, MAC) 

Monogram 


1 








I 2 


Bank Straat Writer (AP, APc, AT, C$4) 

Broderbund 


2 








! 3 


Print Shop (AP) 

Broderbund 


3 








I 4 


MinatAin Vmu m /«H|\ 

■nigny tow wonoy iomj 

MECA 




I s 


Mama Accountant (AP, APc, AT, C$4, 

BM, TRS) Arrays/Continental 


4 



AP= Apple (n/Dc); AT -Atari 400/800 1200XL, 

CM “Commodore 64, Ml ~ IBM PC; VIC -VIC-20 
TBS=TRS-80 n/Ul & Color Computer; 

KAC = Macintosh; Jr-IBM PCjr; APc - Apple He 



by Ron Scibilia IM 




■ Xerox inks third distribution pact with Apple Computer. New three-year deal has Xerox marketing 
and servicing Apple products in 15 Central and South American countries. Xerox will sell through 
retailers, also on direct basis to government accounts, large businesses. Xerox already markets Ap- 
ple wares in Canada and France.... Osbome/McGraw-Hill announces The 
BASIC Explorer for the Commodore 64, which teaches BASIC pro- 
gramming language via form of suspense novel. Text for $11.95 book 
scripted by award-winning TV, film writer Lee Berman with software 
developer Ken Leonard .... 

Software Arts, Wellesley, MA, creator of VisiCalc, announces end-user ad strategy for new 
“Spotlight’’ desktop management pc program. Ads slated to run in Sports Illustrated, Business Week, 
U.S. News & World Report, plus various computer industry publications. New 1 .1 version, which sup- 
ports IBM PC AT, now offers autodialing capability Apple Computer is supporting 

electronic delivery system for software designed by San Diego, CA- 
based Softra, according to Apple II software marketing manager Sue 
Ann Ambroii. Softra uses proprietary point-of-sale terminal in retail 
store, supphes dealers with original documentation, folder containing 
prelabeled blank diskettes. System supports all 5.25-inch floppy disk 
drive systems, will soon handle Macintosh 3.5-inch format .... 

Cambridge, MA-headquartered Spinnaker Software releases new educational software program, 
President’s Choice, that uses U.S. economy and electoral process to help players learn basic 
political and economic concepts. Player in new game for IBM PC and PCjr assumes role of newly 
elected U.S. President with objective of winning reelection by successfully managing national 
economy. .. .Brainworks, new Calabasas, CA-headquartered software 
publisher, has new program, TeleChess, that permits two players to 
conduct chess game by modem utilizing two-way color animated 
graphics. Program initially available for Apple n, later for Mac, IBM 
PC. Brainworks founded by Edu-Ware services creator, Sherwin A. 
Steffin. . . . 

Writing tool specialists Writing Consultants, of Fairport, NY, announces new $124.95 computer- 
ized thesaurus program, Synonym Finder, compatible with WordStar, MuttiMate, other WP programs. 
Thesaurus, claims firm, holds equivalent of 90,000 word dictionary. Program available for MS-DOS, 
PC-D0S and CP/M-80 operating systems for WordStar versions 3.0 through 3.3 and MuttiMate MS- 
DOS, PC-D0S versions. Company also publishes ProportionalStar, which adds proportional spacing 
capability to Wordstar. . . .Orbyte Software intros History Flash, new $29.95 
program in supplier's ChallengeWare Social Studies series. Program 
takes user through 400 years of facts about U.S., from 1492 New World 
discovery to present .... 

Five hundred radio stations around country plan to broadcast computer software. So-called “soft- 
casts” to be satellite-distributed by Learfield Communications. Listeners receive software via special 
device developed by Redmond, WA-based Microperipheral Corp. KAMT, Tacoma, WA, has weekly 
program already called Download — MicroAge Computer Stores, of Tempe, AZ, 
signs letter of intent with 34-store Programs Unlimited chain to per- 
mit selected stores of latter operation to convert to MicroAge fran- 
chises. MicroAge has 122 franchises currently, 46 in development 

San Rafael, CA-headquartered Broderbund Software releases $44.95 Commodore 64 version of hit 
program, the Print Shop, already available for Apple II, which enables user to write, design and print 
greeting cards, stationery, letterhead, signs and banners. Atari version on way. Users can buy sup- 
plemental disk with 120 additional designs for $24.95. Broderbund also adds new music composing 
program for Commodore 64, The Music Shop, tagged at $44.95, with Mac, PCjr versions coming 

soon Haba Systems, of Van Nuys, CA, bows 320KB 3.5-inch 

microfloppy disk drive for Apple He, He, and Macintosh bundled with 
specially developed four-program utility software package. Price for He, 
Be drive $449.95, for Macintosh $495. □ 



COMPUTER ElECTRONlCS/|ANUARY 19*5 A15 





WASHINGTON, DC 
USA TODAY 

-D. 1 ,109.587— 

WASHINGTON DC. METROPOLITAN AREA 



JAN 15 I9B5 

NEW TECH 

IN THE HOME 

EVERY TUESDAY: LIVING WITH TECHNOLOGY 



THE COMPUTER ROOM 

What's new in computer programs for sale 

GAMES: 

Chopper Hunt (Imagjc for Commodore 64, $19.95) — After 
the rush of exciting new software prospects presented at 
last week’s Consumer Electronics Show in Las Vegas, it’s a 
disappointment to find a new release so stark and unimagi- 
native. The concept Drop “sod bombs” from your hovering 
copter and blast your way down to buried treasure. But the 
concept is repetitious and the grapics are mediocre. Hold 
out a few weeks. There’s better material on the way. 

Mindshadow (Activision for Commodore 64, $29.95) — 
One of the first interactive adventures not to require prior 
computer experience, Mindshadow “lalks" the user 
through every step of this intriguing quest for a lost identity. 
The on-screen directions are aided by clever illustrations 
and a “help character” named Jeeves offering hints during 
tough spots. For the less adventuresome, a tutorial option 
(nocost extra) offers simple lessons in negotiating the text 
landscape. (Available for IBM PCjr and Apple II.) 

VARIETY: 

Smart Start (Muse Software for Commodore 64, $29.95) — 
This software program harnesses the abilities of the Com- 
modore 64 and puts them at the fingertips of even a first- 
time computer user. By repackaging often-used sequences 
of commands into single requests, Smart Start makes the 
basic commands as easy as hitting the return button, and 
greatly simplifies the use of the Commodore’s sound and 
graphics features. 

Blazing Paddles (Baudville for Apple n series, $49.95) — 
An array of graphic features for the computer illustrator 
designed to take up where most free-system software stops. 
Artists can choose from more than 200 different colors, a 
variety of brush strokes, airb rushing and a zoom feature 
allowing the editing of individual pixels — TV-screen dots 
— while viewing the results at full scale. Works with touch 
tablet joy stick, light pen or mouse, then prints out on most 
dot matrix printers. It’s really a tool for the artist desiring 
professional-quality results. 

EDUCATION: 

Cabbage Patch Kids Picture Show (Coleco for Adam and 
ColecoVision, $39.95) — An animation and cartooning pro- 
gram for the elementary-school crowd. Using standard con- 
trollers, children choose from blank or predrawn scenes, 
put props in place, use a 15-color palette for interior deco- 
rating, then clothe and put into action any of five Cabbage 
Patch characters. It’s easy to use and learn. Ages 4 to 10. 
By Marc Randolph 



WHAT’S HOT 

Top-selling home computer programs 

RECREATION 

1. Flight Simulator (Microsoft) 6 

2. Flight Simulator II (Sublogic) 1 ,3’ 

3. Hitchhiker's Guide to the Galaxy (Infocom) 1 ,2, 3, 6,1 1 
T Zork / (Infocom) 1 ,2, 4, 5,6, 8,1 1 

flT Sargon III (Hayden) 1 ,3,6 

EDUCATION 

1. Master Type (Scarborough) 1,2, 3, 6* 

2. Typing Tutor II (Microsoft) 1 

3. Math Blaster! (Davidson & Associates) 1 ,3,6 

4. Mind Prober (Human Edge) 1,3,6,7,11,12,13 

5. Early Games for Young Children (Springboard) 1 ,2,3,6 

HOME 

1 . Dollars & Sense (Monogram) 1 ,4,5,6 

2. Bank Street Writer (Broderbund) 3,4,5 

3. Managing Your Money (Microeducation) 1 

4. Homeward (Sierra On-Line) 1,2, 3, 6, 7 

5. Music Works (Hayden) 1 1 

Source: Softsel Hot List. Based on Softsei’s Sales only: rankings 
do not reflect sales of products distributed by other companies. 
*1. Apple, 2. Atari, 3. Commodore 64, 4. CP/M 514-inch and 8-inch 
formats, 5. DEC Rainbow, 6. IBM-PC, 7. PCjr, 8. Texas Instru- 
ments Professional, 9. TRS-80, 10. Commodore Vic-20, 11. Mac- 
intosh, 12. Apple lie, 13. Apple lie 




U. /U.3/3 — i. 00,0 J/ 

FT MYERS CAPE CORAL METRO AREA 



RFC i 1984 

Top of tfcs charts 



By Gannett News Service 

The week’s lists are based on 
national sales figures compiled by 
leading industry publications. 

Hot singles 

1 . Out of Touch, Hall and Oates 

2. Wake Me Up Before You Go- 
Go, Wham 

3. 1 Feel For You, Chaka Khan 

4. The Wild Boys. Duran Duran 

5. All Through the Night, Cyndi 
Lauper 

6. No More Lonely Nights, Paul 
McCartney 

/ . Sea of Love, Honeydrippers 

8. Penny Lover, Lionel Richie 

9. Cool It Now, New Edition 

1 0. We Belong, Pat Benatar 

Top albums 

1. Purple Rain, Prince and The 
Revolution 

2. Bom in the U.S.A., Bruce 
Springsteen 

3. Private Dancer. Tina Turner 

4. Volume One, The Honevdrip- 

pe" 

* Big Bam Boom, Daryl Hall & 
Jc " Oates 

The Woman in Red, Sound- 

U . \ 

. . Can’t Slow Down, Lionel Richie 

6 . Sports, Huey Lewis & The News 

9. Arena. Duran Duran 

10 . Like a Virgin, Madonna 

Country singles 

1. Chance of Lovin’ You, Earl 
Thomas Conley 

2. Nobody Loves Me Like You Do, 
Anne Murray and Dave Loggins 

3. She’s My Rock, George Jones 

4. Why Not Me, The Judds 

5. 1 Love Only You, Nitty Gritty 
Dirt Band 

6. World’s Greatest Lover, The 
Bellamy Bros. 

Does Fort Worth Ever Cross 
Your Mind, George Strait 

8. America, Waylon Jennings 

9. The Best Year of My Life, Ed- 
die Rabbitt 

1 0. Too Good to Stop Now, Mickey 
Gilley 



Black singles 



1. Solid, Ashford and Simpson 

2. Cool It Now, New Edition 

3. 1 Feel for You, Chaka Khan 

4 . Friends-Five Minutes of Funk, 
Whodini 

5. Show Me, Glenn Jones 

6. Don’t Stop, Jeffrey Osborne 

7. Purple Rain, Prince and The 
Revolution 

7. Show Me, Glenn Jones 

8. Tears, The Force MD’s 

9. Let It All Blow, The Dazz Band 

10. Operator, Midnight Star 

Source: Billboard 



Video cassettes 
Sales 

1- The Empire St ikes Back (CBS- 
Fox) 

2. Raiders of the Lost Ark (Par- 
amount) < 

3. Jane Fonda’s Workout (Karl) 

4. Romancing the Stone (CBS- 
Fox) • 

5. Purple Rain (Warner) 

Rentals 

1. Romancing the Stone (CBS- 
Fox) 

2. Splash (Touc’.'stone) 

3. Greystoke: Ti»e Legend of Tar- 
zan, Lord of the Apes (Warner) 

4. Moscow on the Hudson (RCA- 

Columbia) * 

Movies 

1. Supergirl 

2. Missing in Action 

3. The Terminator 

4. Oh God! You Devil 

5. Night of the Comet 

6. Falling in Love 

7. J ust the Way You Are 

8. Places in the Heart 

9. Nightmare on Elm Street 

10. A Soldier’s Story 

Source: Variety 

Fiction 

1. The Talisman, Stephen King 
and Peter Straub 

2. Love and War, John Jakes 

3. The Fourth Protocol, Freder- 
ick Forsyth 

4. Strong Medicine, Arthur Hai- 
ley 

5. Stillwatch, Mary Higgins Clark 

6. God Knows, Joseph Heller 

7. ... And Ladies of the Club, Helen 
Hoover Santmyer 

8. Life Its Ownself, Dan Jenkins 

9. The Sicilian, Mario Puzo 

10. First Among Equals, Jeffrey 
Archer 

Non-fiction 

1. Iacocca: An Autobiography, 
Lee Iacocca with William Novak 

2. Loving Each Other, Leo Bus- 
caglia 

3. What They Don’t Teach You at 
Harvard Business School Mark Mc- 
Cormack 

4 The One Minute Salesperson, 
Sper cer Johnson and Larry Wilson 

5. The Bridge Across Forever, 
Richard Bach 

6. Pieces of My Mind, Andrew A. 
Rooney 

7. Heritage: Civilization and the 
Jews, Abba Eban 

8. “The Good War”: An Oral His- 
tory of World War II, Studs Terkel 

9. Moses the Kitten, James Her- 
riot 

10. Nothing Down (revised edi- 
tion), Robert G. Allen 



5. The Empire Strikes Back (CBS- 
Fox) 

Source: Billboard 

Computer programs 
Recreation 

1. Flight Simulator II (Sublogic) 
1,3(AS) 

2. Flight Simulator (Microsoft) 6 

3. Sargon III (Hayden) 1 ,3,6 

4 . Hitchhiker’s Guide to the Gal- 
axy jlnfoc om) 1,2,3,6,11 

5. Lode Runner (Broderbund) 
1,2, 3, 6 

CODE: 1. Apple, 2. Atari, 3. Com- 
modore 64, 4. CP/M, 5. DEC Rain- 
bow, 6. IBM-PC, 7. PCjr, 8. Texas 
Instruments, 9. TRS-80, 10. Commo- 
dore Vic-20, 11. Macintosh, 12. Apple 
E, 13. Apple C. 




Cam*****- n»Lll«L lit 




, • - : 

' ■ 



•« - -Xt-V "• ' ■ '« -' v . 





tiling 



Du w . $) 

-stop to pick his 

idn’t buy the Co- 
I after the chain’s 
with Brown’s de- 
there on and off 
“For the first 
of its existence, 

1 the best store in 
ys of the outlet, 
ss than 600 square 
records virtually 
.rood Saturday we 
le lined up 10 and 
citing to get in.” 
days are gone, so 
ggressive pricing 
r’s predecessors 
ring Discount Re- 
.var that dropped 
$3.49 before Dis- 
e towel and raised 
,ays the legacy of 
lition of lowballing 
^trip, where there 
filers as well as a 
ire dealing in front- 
s difficult for some- 
’ he says. 

e 1> “ vt marked the 
jS J ht have been 
enemy. Although 
policies killed the 
cept, the chain was 
,f several lawsuits, 
tually lost interest, 
ust fell by the way- 
eiber. “After five 
i tired of it and dis- 
le record business, 
luietly charismatic 
cted people and got 
rk for him under 

t do it in the ’80s; 
ame outlaw mental- 
t was such a ragtag 
ometimes it worked 
it didn’t. But it was 
lea that people cared 



FOR WEEK ENDING JANUA RY 19, 1985 — — — — — — — ^ 

BillboardTQP COMPUTER SOKTWi 




B&W or. full 
color 

For FANS & 
r >MO 

made from 
print or 
negative 





O 

Ul 



68 NEW IMPROVED MASTER TYPE Scarborough 



Educational program that teaches touch typing to ages 7 
to adult in an exciting video game format in 1 8 different 
lessons. 



49 



16 



51 



16 



10 



18 



23 



11 



MUSIC CONSTRUCTION SET 



Interactive music composition and learning tool enables 
Electronic Arts user t0 wor k W | t h a library of music or compose own. 



TYPING TUTOR III 



Simon & Schuster 



Program That Develops Speed, and shows progress 
inTyping Speed and Accuracy. 



MATH BLASTER! 



Contains over 600 problems in addition, subtraction, 
Davidson & Associates multiplication, division, fractions and decimals ■ for 

students ages 6 through 1 2, with a game at the end 



SAMPLE SAT 
FACE MAKER 




Sample Test Module 

Educational program designed to introduce children, ages 
4 through 8, to the computer keyboard and the concept of 
programming 






STICKY BEARS ABC 



Xerox Education 



TYPING TUTOR II 



Microsoft 



Educational Program designed to help children ages 3 to 6 
in learning the alphabet. Program includes games that 

teach. ' — 

Typing program that teaches to type and also to build 
faster typing skills. Program also monitors speed. 



Designed for students, grades 4 • 1 2, to teach new words. 



WORD ATTACK! 



Davidson & Associates their meanings and their usages in an interesting and 
exciting way 



FRACTION FEVER 



Spinaker 



An educational game designed to teach people aged 7 to 
adult about fractions. 






HNG FEBRUARY 9. 19B5 
















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r(Mcn<3(OSC0< 







CONSUMER ELECTRONICS WEEKLY 
NEW YORK, NY 

W. N/A 





q 

0 



198 



yi“ — 

Top 10 Movers In Computer Games** 



This Month 
1 


Last Month 

1 


Flight Simulator II (AP, AT, 
C64, TRS)— Sublogic 


This Month 
6 


Last Month 

6 


Lode Runner (AP, C64)— 
Broderbund 


2 


2 


Flight Simulator (IBM)— 
Microsoft 


7 


8 


Wizardry (AP, IBM)— 
Sir-Tech 


3 


3 


Hitchhiker’s Guide (AP, AT, C64, 
TRS, IBM)-flrffocora 


8 


— 


Ultima III (AP, AT, C64, 
IBM)— Origin Systems 


4 


5 


Zork 1 (AP, AT, C64, IBM^ 
TRS)— Infocom 


9 


9 


Millionaire (AP, AT, C64, 
IBM)— Bluechip Software 


5 


4 


Sargon III (AP, C64, IBM, 
Mac)— Hayden Software 


10 


10 


Trivia Fever (AP, C64, IBM)— 
Professional {Software 


'Based on rotating list of leading retailers. 

SAP — Apple (ll/lle/llc); AT— Atari 600XU800XL; C64— Commodore 64; IBM- 
VIC — VIC 20; TRS — TRS 80 ll/lll & Color Computer; Mac — Macintosh 


-IBM PC; IBMjr- 


-IBM PCjr; 


\ 

i 

t 

j 






{ 

r 







COME CAST A 
SPELL WITH ME 



HITCHHIKER’S GUIDE 
TO THE GALAXY 

Leads an Invasion of the Pros 



Roe Adams 



We welcome our new Adventure Game Editor, 
Roe Adams, to the pages of CGW. “Come 
Cast a Spell With Me” is just one of the con- 
tributions Hoe wil be bringing to our readers. 

In 1984 companies and machines fell by 
the wayside with incredible regularily. 
Some to thunderous applause, others with 
silent tears. In retrospect, however, one of 
the most significant trends to enter the 
microcomputer field in 1984 was the debut 
of top fiction writers into adventure game 
designing. In the past, even the best adven- 
ture games have been written by ordinary 
people (well, not counting Michael Berlyn, 
who is, after all, hardly ordinary). 

The craft of adventure game designing ap- 
parently has matured sufficiently to entice 
some of the finest science fiction and fan- 
tasy writers to take a fling with a computer. 
Alas, for most of these authors, who shall 
mercifully remain anonymous, the results 
can only be described as flops. In some 
cases, the big-name author contributed only 
their illustrious name or perhaps a cursory 
wave of their hand over the scenario design 
in benediction. Other authors were totally 
mesmerized by computer jargon and sur- 
rendered their talent to the whims of third 
rate programmers. The resultant quality of 
these type of efforts has been mediocre to 



abysmal. There really is no adequate 
substitution for original thinking, clear con- 
cepts, and masterful writing. Putting the 
name Maserati on a K-car fools only the 
advertising people. 

The two authors who really delved deep 
into this new and somewhat mysterious 
realm of computer adventure games have 
succeeded with excellent results: Michael 
Crichton’s AMAZON, published by 
Telarium (a.k.a Trillium, a.k.a. Spinnaker 
Software), and Douglas Adams’ HITCH- 
HIKER’S GUIDE TO THE GALAXY, pub- 
lished by Infocom (a.k.a. Grues Unlimited 
Industrious). 

Crichton is famous for writing THE AN- 
DROMEDA STRAIN, and THE TERMIN- 
AL MAN. The entire hi-res adventure game 
construct is Crichton’s from start to finish. 
He worked closely with the programmer 
and the graphics illustrator to ensure that 
none of the story nuances were sacrificed. 
The cohesive manner in which the game’s 
storyline unfolds reflects Crichton’s skill as 
a writer. 

AMAZON is also notable for its use, if 
sparingly, of beautiful scrolling animation. 
The fantastic opening, which scans a 



One of the most 
significant trends . . . 
in 1984 was the debut 
of top fiction writers 
into adventure 
designing 



massacred jungle campsite, completely 
rivets the player. It is so good, that when the 
game proceeds to the regular static screens, 
it is quite a wrench and a lingering feeling 
of loss. Similar rare animation treats await 
the player at strategic spots in the scenario. 

The game also represents a new break 
through in the genre: A book will be pub- 
lished based upon the scenario, instead of 
the other way around. AMAZON proves 
what Crichton has been quoted as saying, 
“This is the future of fiction, and it is fun.” 
Douglas Adams, who emphatically 
denies being solely responsible for all of 
British humor, has approached his under- 
taking in an entirely different manner. He 
sought out the industry’s premier adventure 
game house, Infocom, and suggested a col- 
laboration to bring forth the computerized 
version of his international bestseller, 
HITCHHIKER’S GUIDE TO THE GAL- 
AXY. This book has been a gigantic hit in 
book format, television and radio shows, 
and a not-so-soon to-be-released motion 
picture. 

Infocom’s illustrious grandmasters of 
game design, Marc Blank and Dave Lebling, 
were however busy with other pursuits. 

17 

ytfcA 



Blank was last seen doing death defying 
loop the loops in the Grand Canyon, and 
Lebling was hanging around the Hart Man- 
sion looking SUSPECT. So, Infocom’s 
hottest second generation game designer, 
Steve Meretzky (Planetfall and Sorcerer) got 
the awesome privilege of working with the 
hyperfamous Douglas Adams 

Actually, Meretzky was partly chosen 
because he.is so unflappable and stoic and 
not prone to awe or hyperness. He can han- 
dle highly volatile humor for long periods 
of time without self-destructing. Who else 
within Infocom’s vast corporate (or is it now 
Empire-wide) headquarters could have 
countered Douglas Adams’ infamous 
multicolored bright ties so effectively and 
casually? Meretzky’s use of differently pat- 
terned 1950's Ugly American Hawaiian 
Dress Shirts was rumored to be responsible 
for Adams inventing the peril-sensitive 
sunglasses (a sample is enclosed with the 
game). Watching them work together is in- 
spiring, as they thrust and parry 
understatements. Brilliant non sequiturs 
follow jabs of incongruities. In half an hour 
Meretzky and Adams have generated an en- 
tire year’s worth of outines for Gallagher. 

The game unfolds writh all the majestic 
splendor of Douglas Adams’ irreverent 
humor, lovingly expounded in great detail. 
In other words, at first, it is VERY slow go- 
ing for the veteran adventure game player. 
That unfortunate aspect is balanced by the 
fact that for any novice wouldbe Douglas 
Adams fan who has miraculously missed 
touching any of the four books, seeing the 
BBC television series, hearing the radio 
show, or tasting the unreleased movie, the 
beginning of the scenario is highly odorous. 
A fast perusal of the first hundred or so 
pages of the HITCHHIKER book will be 
decidedly helpful in grasping the full 
significance of the mud, the pub, and the 
babel fish. 

Rumors are circulating that several im- 
portant people within the industry cannot 
(snicker, snicker!!!) even get out of HITCH- 
HIKER’S first room! Seems to be a game 
whose players rise to their own level of in- 
competency. Now that is quite a break 
through in design! 

The segment that has the babel fish puz- 
zle also marks a significant shift in game 
play. Cher a breakfast of poached Bugblatter 
on toast, Douglas Adams confided that the 
scenario design was pear shaped: “Just as 
the player gets comfortable in the narrow 
neck, the bottom drops out!” From there on, 
the adventurer is in for a non-stop roller 
coaster of laughs and delicious puzzles. 

The range of puzzles is from novice to ex- 
pert with m»st of them falling into the 
standard-advanced category. Unlike other 
authors, Douglas got far into the core of the 
game design and worked cm the puzzle con- 
structs. So great was the depth of collabora- 
tion between Adams and Meretzky, that it 
is impossible even for them to decide who 

Continued on page 38 



CAST SPELL (cont.) 

conjured up which puzzles. The scope is 
certainly impressive. Try to cheer up Mar- 
vin, the manic-depressant robot; search 
yourself for a small bit of intelligence; fillet 
a babel fish; balance a platter of hor 
d'oeuvres; swim up a pillar of water; take 
a screening test; or play Jonah. Does all this 
sound impossible? Well, no. it is only 
improbable! 

HITCHHIKER'S GUIDE TO THE GAL- 
AXY will undoubtedly be voted as the best 
adventure game of either 1984 or 1985, with 
an honorable mention for its highly im- 
aginative graphics. Douglas turned down hi- 
res graphics, animation, laser disk, and 
plasma screens as being too staid to fully 
convey the brilliance of the scenes in the 
game Only Infocom’s famous slogan, 
“Here's MUD(DLE) in your eye!" would 
serve as the perfect foil for Douglas’s 
delicate hues and cries. 

When he was asked whether he would 
consider doing a sequel to this game (after 
all. he has three other books lying around 
collecting royalties), Douglas responded, “I 
feel the need to branch out into new vistas 
of creative work, and to explore new fron- 
tiers. I would really like to do another com- 
puter adventure, but on a different topic.” 
The interview ended when I, not so in- 
nocently, suggested, “How about Dr Who?” 
Note: Douglas Ada ms was the script editor 
for many reincarnations of the long running 
British Dr. Who television show. 



AROUND THE WORLD 




AROUND THE WORLD (ATW), akin to ALI 

BABA‘ and ULTIMA 1 . offers you a role- 
playing global challenge filled with adventure, 
danger, and dozens of friends and foes, from 
cardinals to cannibals, asps to tigers ATW 
is unparalleled in scope, with 40 endless 
scrolling regions - from London through the 
African jungles and the Orient to New York 
ATW has game saves and a high score Hall 
of Fame No two games are ever the same 
For a price much less than other graphic 
adventures, you can embark on your own 
global odyssey So order NOW' 

For all ATARI’ 48K - $29 95 

oroer SUPERware Dea*' 

now! 2028 Kmgshouse Rd inquires 
Silver Spring. MD 20904 lnv ?f * a 

(301) 236 4459 

MC VISA AMX Check. M 0 accepted 
Include S2 00 shipping MO residents add 5^ tax 

Circle 50 on Reader Service Card 



COSMIC BALANCE (cont.) 



LEARN GAME (cont.) 



Turn eleven: four breaches. Another 
cheer on the bridge. 

Turn twelve, three more breaches. En- 
couraged, Greenlaw belayed any thoughts 
of warping out. “We’ve got her now!” he 
thought. 

Turn thirteen, three more breaches. 

And then turn fourteen. . . 

Just when Greenlaw had her where he 
wanted her; under heavy fighter attack and 
no longer able to put up any effective attack 
herself, he lost her. . . 

Wisconsin w’arped out. 

□ □ □ 

The final score of the battle was: 
Greenlaw’s Fleet— 150; Wisconsin— 187; for 
a total of + 37 for Wisconsin. That coupled 
with the fact that she had destroyed both 
Kirk Robinson’s Dreadnought T.A.B. (Thud 
And Blunder) and Mark Bausman's Dread- 
nought Judge (real catchy name), meant that 
Wisconsin, designed by Fred Brooks of 
Newport Beach CA, was one of only two 
ships that had a positive score against all 
three judges. The other was Zeus, a tech-6 
dreadnought designed by Richard Leach of 
Cumberland, RI. 

There were 37 entries in this year’s con- 
test. Most entries were tech-6 dreadnoughts, 
as was Wisconsin. 

There were several tech-1 four-ship en- 
tries (nearly all being two motherships with 
two small escorts). The highest finishing 
ship in this catagory was Red Squadron sub- 
mitted by Roger Cooper of Westbury NY. 
Red Squadron was basically four small 
asteroids with fighter bays. No drives, no 
shields. Just a range of one and 70 armor. 
Greenlaw’s six fighter squadrons breached 
on every turn. I couldn’t figure out how in 
the world (or universe for that matter) these 
ships could be surviving six shield breaches 
each turn and still be around at turn 10. Post 
combat analysis revealed their true nature. 

How do you get a range of one with no 
drives? I guess they had a hand crank warp 
drive. While Red Squadron was a for- 
midable foe for Greenlaw’s Fleet and Judge; 
T.A.B.’s plasma torpedo was the perfect 
weapon against all that armor. After several 
turns of close-in attacks with plasma 
torpedoes T.A.B. inflicted sever damage. 
But she had to warp out as the fighters began 
to take their toll. 

Transporter ships did not fair well. All 
three judges adopted a policy of opening 
range early. The two dreadnought judges 
would only close on turn eight or when 
when they were sure they were not facing 
a transporter ship Even if boarded on turn 
eight they would most likely have the range 
to warp out on turn ten. 

The designs, for the most part, showed im- 
provement over last year’s. Congratulations 
to all participants. And remember: The key 
to Cosmic Balance is balance! 



you learn more names and dates, but the ap- 
proach used in T Rex is more fun. 

Another fascinating and novel game from 
CBS is called Weather Tamers ($39 95 for 
C-64 only). This one puts you in control of 
futuristic satellites that let you manipulate 
air masses over the U.S.; your job is to try 
to make money by providing people in dif- 
ferent places with the weather they want on 
the day they want. Getting it to snow for a 
ski party in Vermont in January is one thing, 
getting it to rain on crops in Arizona in 
August is another! In the process, you learn 
a lot about what makes our weather. 
OTHER TRENDS 

There is a scramble to associate 
characters from comics and TV with games 
for young children. The characters from 
Sesame Street, Peanuts, Dr. Seuess, and 
even B.C. and Wizard of Id now appear in 
programs. Now what I’d like to see is to have 
Pac-Man — who’s already made it to 
breakfast cereal and Saturday morning TV 
— return in an educational game. Now 
that’s irony. 

While the number of new titles is im- 
pressive. it’s also worth noting that a lot of 
conversions were done in 1984. Many pro- 
grams written originally for Apple and Atari 
were made available for the Commodore 64 
and, to a lesser extent, for the IBM. I wonder 
if 1985 will see the same thing for the Mac- 
intosh or if new machines from Commodore 
or Atari will steal the show. 




38 













‘Hitchhiker’s’ Trip: 



From Best Seller to Computer Game 



By D. 
Wa 



By Hal Glatzer 



Las Vegas, Nev. 

Douglas Adams’s "The Hitchhiker’s 
Guide to the Galaxy" and its three sequels 
have sold millions of copies. The latest in- 
stallment in this wry. sci-fi cult series, "So 
Long, and Thanks for All the Fish" (Har- 
mony, $12.95), is rising to the top of the 
best-seller lists. But the "Hitchhiker" phe- 
nomenon is not just a sales whopper for 
the book business. Indeed, the book was a 
spinoff from a BBC radio series that aired 
in 1978. Since then, “Hitchhiker" has 
spread through nearly every medium of 
popular entertainment. And now it has 
been transmogrified into a computer 
game. 

Despite the appearance of several com- 
- puters in the book, Mr. Adams now says 
that, "When I wrote it, I was very suspi- 
cious of computers.” He overcame his 
trepidation, however, and by the end of 
1984 had collaborated with a leading com- 
puter-game maker to produce a “text-ad- 
venture” version of the “Guide" that 
comes on a floppy disk. 

Mr. Adams found an expert guide of 
his own to collaborate with on this new 
venture. He’s Steve Maretzky, senior game 
designer for Inform, in Cambridge, 
Mass., a pionel^nn the field. Mr. 
Maretzky explains that, unlike an action 
game such as “Space Invaders,” really an 
electronic shooting gallery, a text-adven- 
ture game is more like a novel whose' 
words appear on the computer screen. But 



text-adventure games are interactive; the 
player assumes a role in the book. The 
leading text-adventure games are “Dun- 
geons and Dragons,” "Zork” and “Dead- 
line.” 

In the Jnfccmti “Hitchhiker’s Guide” 
the player wclfros the book's protagonist, 
Arthur Dent. “As you part the curtains,” 
the computer tells the player at the begin- 
ning of the game, “you see that it’s a 
bright morning, the sun is shining, the 
birds are singing, the meadows are bloom- 
ing, and a large yellow bulldozer is ad- 
vancing on your home.” 

You (Arthur) decide to take inventory 
of what you’ve got, hoping that something 
in your house will stop the bulldozer. So 
you type “Take inventory," and the com- 
puter replies that “You have a splitting 
headache and no tea.” 

That’s the way Mr. Adams writes, and 
it was in a similar vein that he recently 
discussed his experiences working in vari- 
ous media. No longer a cyberphobe, he 
was happily wandering around the enor- 
mous Computer Dealers’ Expo held here 
late last year. 

“I'm hooked,” he said. “The series 
started out making fun of computers, but I 
got bitten by the technology. Now I have 
piles of computers that people have given 
me.” 

In this brave new world, Mr. Adams ap- 
pears finally to have found a nonliterary 
medium that suits him-and one he can 
control to his liking. He couldn’t exploit the 
BBC radio show (rebroadcast here by Na- 
tional Public Radio), since "those BBC re- 



cordings were not usable for records, be- 
cause of copyright restrictions. So we cut 
out the boring bits, and had better sound 
effects, for the record albums. But the 
thing as a whole was not, as good as the ra- 
dio play. It had the feel of a remake.” 

Mr. Adams wasn't too enthusiastic ei- 
ther about various theatrical adaptations 
of his work in Britain. “The silliest one,” 
he recalled, “was produced by an eccen- 
tric man, Ken Campbell, who had the audi- 
ence on a Hovercraft inside a warehouse. 
The platform moved from side to side, and 
the actors were hanging on the walls. 

“I was less keen on the TV show,” he 
admitted. “It was slowly and stodgily di- 
rected.” (Also a BBC production, it was 
shown in the U.S. on public television in 
1983 'and 1984.) What Mr. Adams found 
most frustrating was that, "Where a radio 
show is intimate, with a small group-and 
very intense -television production typi- 
cally involves hundreds of people, all of 
whom are only half-engaged. I remember 
asking for something visual that I thought 
would be very unusual and exciting, and 
one of the crew said, ‘Oh yes, that’s effect 
8C.’ ” However, Mr. Adams did like the 
special effects that showed what the Guide 
was displaying; “They were done outside 
the BBC.” 

He’s also brushed up against Hollywood 
recently, working on a feature-length film 
script for “The Hitchhiker’s Guide” (“It’ll 
be produced by Ivan Reitman, who did a 
little film-you may have heard of it- 



A Temporary Epidemic of Good Taste 



By Jl’lie Salamon 

I, for one, am not depressed by the fact 
that one out of every three tickets sold at 
movie houses over the lingering Christmas 
season has gone to “Beverly Hills Cop.” 
The only trends I ' can divine from 
this action comedy’s success are 
these: People like to laugh. They espe- 
cially like to laugh at Eddie Murphy, who 
is extremely funny. Neither of these pheno- 
mena seems like a bad thing to me. 

Don’t forget that at this time a year 
ago, the top of Variety’s Top Grossing film 
list was dominated by "Hot Dog ... the 
Movie” and “Angel” (you remember: 
high-school honor student by day, Holly- 
wood hooker by night). That was some- 
thing to get depressed about. 

Indeed it seems as though an epidemic 
of good taste has temporarily overtaken 
the moviegoing public. For example, "The 
Mutilator,” a movie about a slasher on the 
ioose, is fizzling at the box office. And 
"Avenging Angel," the sequel to “Angel" 
(she’s now a law-school student by day, 
vigilante by night) is performing only mod- 
estly well. 

The medicore performance of "Aveng- 



Film 



“Sunday in the Country,” "Birdy” and 
"Choose Me.” 

* * * 

Meanwhile, some new movies are mak- 
ing their way into theaters. One of these, 
“Maria’s "Lovers,” is an oddly beguiling 
film about a World War II veteran’s diffi- 
cult re-induction into civilian life. Mainly, 
he has trouble consummating his marriage 
to his childhood sweetheart, Maria (Nas- 
tassja Kinski). 

Soviet director Andrei Konchalovsky, 
who has lived in France for the past five 
years, filmed this picture in Brownsville, 
Pa. Most of the actors, with the exception 
of Ms. Kinski, are Americans speaking 
English. Yet the movie feels abstract, like 




She loves him, too. The problem arises on 
their wedding night. “I love you so much 
my whole body falls apart," he says to her, 
sadly, after his body fails him. 

Into the middle of this family drama 
wanders Clarence Butts, an itinerant 
singer who locates smoldering young 
women like a heat-seeking missile. Keith 
Carradine, who plays Butts, also plays a 
similar role in "Choose Me,” and has this 
character down pat. He is entirely convinc- 
ing as the kind of guy cheap novels tend to 
describe as “a man who undresses women 
with his eyes.” And, of course, he doesn’t 
stop there. 

Mr. Konchalovsky manages to make 
something lyrical and moving out of these 
characters and the Pennsylvania river 
town where they live. But “Maria’s 
Lovers” makes me feel the way I some- 
times do after talking with a gorgeous but 
vague person: "Gosh I liked looking at 
him. But what did he say?” 

* * * 

"Fandango” is the second movie to 
come out of Steven Spielberg's production 
company, Amblin Entertainment. The first 
was “Gremlins,” Joe Dante’s mean-spir- 
ited and successful turn on “E.T.” and 
dozens of other movies. 

Written and directed by Hollywood new- 

f’OT-nrtr* ■ --in * ,T ? r n 



called ’Ghostbusters’ "). The contract he 
signed is a typical film writer’s contract, 
which gives him very little control over.the 
finished product. "I think it says that they 
have to hold onto my letters for a year, or 
something, before they can bum them,” he 
says. He’s particularly nettled at having no 
control over casting. “I've known Simon 
Jones for years, and I wrote the part of Ar- 
thur Dent in radio and television for him , ” 
he says, but he points out that there is no 
guarantee that his friend will play Arthur 
in the film. 

The adaptation of “The Hitchhiker’s 
Guide” to a computer game, however, 
gave Mr. Adams near-total control of the 
content. “It was a pleasant experience,” 
he recalled. “Christopher Cerf was the cat- 
alyst: He made the connection between In- 
focom and myself, saying that their games 
might be intelligent, witty, literate and 
stylish enough.” 

But unlike the other adaptations, “the 
computer game wasn't a question of re- 
thinking. It was like starting from scratch. 

I could take stuff out of the book, and 
didn’t have to follow it slavishly. The book 
became a bank of ideas. In fact, I looked 
for things that weren’t well-developed in 
the book: odd lines that seemed to go no- 
where.” Among those things that are only 
casually mentioned in the book, but which 
become significant elements in the game, 
are the “Ravenous Bugblatter Beast of 
Traal” and the “microscopic space battle 
fleet that is swallowed by a dog.” 

“The place where it’s closest to the 
book is the opening. Anyone who’s alive," 
he said, “will find the first few things to 
get through, providing they can type and 
don’t kick the computer over. It gets pro- 
gressively hardei" as the game goes on- 
harder to solve problems, harder to keep 
track of everything that's going on.” 

The game comes in a package about the 
size of a hardbound book, and costs $39.95. 

It includes the floppy disk (for either IBM- 
PC or Apple II), and a few bits of tangible 
trivia that “Hitchhiker” enthusiasts will 
crave: a plastic envelope containing that 
microscopic space fleet; Zaphod Beeble- 
brox’s sunglasses, which go totally black 
when he’s in danger; and a pm-on button 
that says “DonjtPmiic!'’ Players are ad- 
vised in th^nSrucnon manual to “know 
where your towel is." “The Hitchhiker’s 
Guide” explains why you should. 

Is there another collaboration with Info- 
corn in the future? "I’d be surprised if we v 
didn't," Mr. Adams says, "but I can t say 
yet. I’m pretty happy with the game. Of 
course, as with anything you’ve finished, 
you wish you’d done some things differ- 
ently. Overall, though, I came out of the 
experience with a greater sense of what’s 
actually achievable with computers. And 
every so often, I remember bits we put in 
it, and I chortle to myself.” 



Mr. GlaUer writes frequently about 
computers and communication. 



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INSIDE VIEW 



i 



Douglas Adams 

and 

Steve Meretzky 

Designers Behind 

The Hitchhiker's Guide To The Galaxy 

Sharon Darling, Research Assistant 



T he happy result of those 
two very different back- 
grounds is a microcom- 
puter game version of 
the popular Hitchhiker's Guide to 
the Galaxy. 

It took six years for Adams' 
original idea of a story about a 
guide to the universe — similar 
in nature to those books on how 
to travel the continent using 
one's thumb — to come to fru- 
ition. However, that idea, 
launched while Adams was 
hitchhiking through Europe, 
quickly snowballed from a sim- 
ple concept into a long-lasting 
fad which has put such phrases 
• as "don't panic" and "don't for- 
get your towel" into the vocab- 
ulary of millions of people, first 
in England, and then in the 
United States. 

The first volume quickly led 
to three other books: The Res- 
taurant at the End of the Uni- 
verse; Life , the Universe and 

42 COMPUTEfs Gazette April 1985 



Take two minds that have 
created some very witty 
books and computer games, 
put them together, and what 
do you get? The zany game 
version of The Hitchhiker's 
Guide to the Galaxy. 



Everything; and So Long, and 
Thanks for All the Fish. 

Imagine yourself as hapless 
Arthur Dent, a mild-mannered 
Englishman who is quite fond of 
ale from the local pub. Upon 
groggily waking up one morning 
with a terrific headache from too 
much beer at that same pub, you 
discover that your house is sched- 
uled to be demolished in order to 
make room for a new highway. 

Little do you realize that that 
is the least of your worries to- 
day — for earth is scheduled to be 
destroyed, also— to make room for 
an intergalactic bypass. 

From there you begin a 



journey through the universe, 
accompanied by your friend 
Ford Prefect, a professed actor 
who is really a roving researcher 
for the Guide (a sort of comput- 
erized radio that's hooked into a 
encyclopedic database, very 
useful for hitchhikers). In real- 
ity, he's also an alien who hails 
from near the star Betelgeuse. . 
Prefect's mission on Earth: To 
come up with a more detailed 
description of the planet than 
the two words contained in the 
Guide's current issue: "mostly 
harmless." 

Since the game doesn't 
hinge on the action in the book, 
players don't need to have read 
Hitchhiker's Guide in order to 
play it, Meretzky says. "If 
you've read the book, it will 
probably make the first part of 
the game a bit easier for you, 
but that's about it," he adds. 

But both Adams and 
Meretzky worked long and hard 





Curriculum Vitae, Steven 



Meretzku ■ 

P/flce 0/ birth: United States 
Graduate, Massachusetts Institute 



time. Eventually moved up to 
writing games. 

Game writing credits; Planetfall 






of Technology (MIT), breeding 


ground for many of Infocom 
computer game designers. V\ 
history: Before realizing his 


fork 


mg as a computer game des 
l worked in construction prop 

management; started playlet 

<* T / • J » 


igner, 
xt ■ 7 





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• Atm- m 

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! 






to make sure the game was 
faithful to the book, while at the 
same time turning it into a new 
adventure. What they did weave 
into the fabric of the game were 
detailed explanations of events 
that are mentioned only briefly 
in the book. 

"In some ways it's easier, 
and in some ways, it's harder" 
to write a game from a book, 



versus using an original concept, 
says Meretzky. "It's easier be- 
cause you have some constraints 
on the universe you're going to 
be designing, and on the charac- 
ters you're going to be using . . . 
and you don't have to come up 
with as many ideas. 

"On the other hand, there's 
more of a challenge because you 
want to take advantage of the 



features of an interactive game, 
and you don't want it to be just 
a translation of the book, be- 
cause the book is necessarily 
linear. If it was just a transla- 
tion," he adds, "there wouldn't 
be any reason to do it at all. 

You have to avoid getting into 
the trap of 'well, this is the way 
it was in the book, so this is the 
way it has to be in the game.' " 

April 1985 






T ackling computer games was 
a new experience for Ad- 
ams, even though he has Ford 
Prefect referring to the Guide as 
an electronic book, a familiar 
computer term today, but a new 
concept in 1977. “As far as I 
was concerned, it was com- 
pletely imaginary," Adams says. 
"I didn't even become computer 
literate until about a year ago, 
whereupon it suddenly sort of 
swept over me like a tidal wave." 

Author, humorist, and com- 
poser Christopher Cerf brought 
Adams and Infocom together. 

"I'd seen Infocom's games in 
detail, and one or two other ad- 
venture games briefly," Adams 
says. "I'd not been interested, 
but Infocom's were obviously a 
great deal better than the oth- 
ers — they'd been written with 
style, wit, and intelligence, and I 
just felt that here were guys on 
the same wavelength." 

Adams' ideas about adapt- 
ing a creative work in print 
form to video perhaps explains 
how Hitchhiker's Guide has 
maintained its integrity and 
style in all its various permuta- 
tions. "Rather than just picking 
up a book and entering it into 
the computer, you have to go all 
the way back to the very jumble 
of ideas about what might be in 
it, just a sort of feeling about it. 

"Then, you get interested in 
the medium, and explore that 
medium with some of those 
ideas in mind, rather than doing 
just straight text. The nice thing 
about Hitchhikers/' he adds, "is 
it's not a concrete story, it's not 
particularly firm in any one me- 
dium — it's just a set of ap- 
proaches and attitudes, with a 
few rough ideas about some 
characters." 

That fluidity meant that 
there were several points in the 
book's story line where Adams 
and Meretzky could let their 
imaginations loose to create new 
situations for the game version. 
One thing that remained intact, 
though, was the humor inherent 
in the book. 





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"A lot of the same humor is 
explicitly there, just in the text 
of the game," Meretzky says. 
"Also, a lot of humor is created 
just by using the style of the 
game." For example, one com- 
mand common to all Infocom 
games is "inventory," where 
you find out everything you are 
carrying at any particular mo- 
ment. At the start of Hitchhiker, 
you are told that Arthur Dent's 
inventory consists of a) no tea, 
and b) a splitting headache. 

O ne convention carried over 
from the book was foot- 
notes, which are sprinkled 
throughout Adams' novel. "I 
thought there must be some 
way to incorporate [those] into 
the game," Meretzky recalls. 

"So what happens is, at various 
points in the text of the game, 
you'll see a reference to a foot- 
note, and simply as your turn, 
you type in footnote 12, or 
whatever, and you get the text." 

While some of the footnotes 
are straightforward, they can be 
amusing, such as one referenc- 
ing a ray gun that never seems 
to work properly. "It's not a 
very good ray gun, is it?" the 
game responds to that footnote. 
"There's a lot of that, kind of 
taking a step back from the 
game and laughing at it from 
the outside," Meretzky says. 

Tutting British humor into 
perspective for an American au- 
dience never posed a problem, 
Adams says. "I tend to feel the 



difference between English and 
American humor is much more 
apparent than real. I've never 
had the slightest problem in en- 
joying American humor. Every- 
one told me I was going to have 
immense difficulty in getting 
American audiences to respond 
to Hitchhiker, which has abso- 
lutely not been the case." 

The book's humor has suc- 
ceeded on both shores of the 
Atlantic perhaps because Adams 
didn't have any particular audi- 
ence in mind, besides himself, 
when he wrote it in 1977. "Tar- 
geting something toward a par- 
ticular audience, that's not 
something writers do, that's 
something that marketing or ad- 
vertising people do," Adams 
feels. "I'm not selling tooth- 
paste, I'm making ideas." 

The process of translating 
those ideas from a novel to a 
computer game took about eight 
months, with Meretzky and Ad- 
ams first meeting for about a 
week in Boston to map out the 
game's general direction. Then, 
Adams returned to England, and 
the two corresponded daily 
through electronic mail. 

"When we had got a lot of 
it sitting there waiting to make 
sense, and not apparently being 
about to do that, Steve came 
over to England, and we ham- 
mered out answers to make it 
look as if the way it ended was 
what we'd intended all along," 
Adams recalls. 

During the writing process, 
Meretzky says he tried to 
closely emulate Adams' style. 
Apparently, he succeeded, as 
Adams commented once that he 
couldn't tell whether he or 
Meretzky had written certain 
parts of the text. 

As your game's journey continues, 
your survival depends on a very 
motley crew. Playing Arthur 
Dent, you've survived Earth's de- 
struction by hitching a ride on a 
passing spaceship, but you're not 
sure that was really as lucky an 
occurrence as it first seemed. For 
now, your fate rests zvith two- 



46 COMPUTEI's Gazette April 1985 




headed Zaphod Beeblebrox, presi- 
dent of the Imperial Galactic Gov- 
ernment; his girlfriend, Trillion, 
whom you realize is the same girl 
you tried to pick up at a party re- 
cently; Ford Prefect; and Marvin, 
a paranoid android. Good luck. 

Meretzky says one of the 
main reasons he was chosen to 
work with Adams was because 
of his previous work with co- 
medic science fiction in Planetfall, 
an award-winning game. He was 
also a Hitchhiker fan, as were 
most of the folks at Infocom. 

The two started out their 
collaboration by following the 
plot of the book closely. Then, 

"I guess he (Adams) got used to 
the idea of writing interactively, 
and the more I got used to the 
idea of giving him ideas and of 
working with him, the more the 
ideas started to flow," Meretzky 
says. "By the end, we had way 
more ideas than we were able to 
use." 

All those extra ideas that 
never made it into the game are 
"definitely" enough for a se- 
quel, Meretzky adds. However, 
don't necessarily look for a fifth 
book in the Hitchhiker saga, Ad- 
ams says. He claims the recently 
released fourth novel is the 
"final, final, final one. There is 
definitely, definitely, definitely 
not another one after this — at 
least not for a while." 

But don't panic. Audiences 
both here and abroad have not 
heard the last from Adams. 

After filming is completed on 
the movie version of Hitchhik- 
er's Guide , he says his next 
project will probably be a 
screenplay. A novel based on 
that movie will be written after- 
ward, he says. 

And Meretzky also has 
. more games up his sleeve. 

While he's got some science fic- 
tion game ideas in mind, he's 
also contemplating a mystery 
game, which would be a new 
area for him. 

Until then, enjoy your jour- 
ney through the galaxy. And 
don't forget your towel. G 



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About Our Cover 

You knew the man who 
wrote Hitchhiker's Guide 
had to be funny, right? 
Right. 



Background photo: 
The Image Bank 



Photo of Douglas Adams: 
Tom Weihs 



ELECTRONIC GAMES (ISSN0730-6687) 
is published monthly by Reese Com- 
munications, Inc. , 460 West 34th Street, 
New York. NY 10001. Second-class 
postage paid at New York. NY and addi- 
tional mailing office. © 1985 by Reese 
Communications, Inc. All rights reser- 
ved. 0 under Universal, International 
and Pan American Copyright Convet- 
nions Reproduction of the editorial or 
pictorial content in any manner is pro- 
hibited. Single copy price, $2.95. Sub- 
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issues. $64, U.S. funds. Address sub- 
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Change of address takes 60 days to 
process; send old address label, new 
address and zip code. All material listed 
in this magazine is subject to manufac- 
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lisher assumes no responsibility for such 
changes. Printed in the U.S A, 

POSTMASTER: Send address 
change; to ELECTRONIC GAMES, 

P 0 Bo* 1128, Dover, N.J. 07801. 




ON-LINE 


6 


A SPECIAL 

MESSAGE 

TO ALL READERS 


8 


READER REPLAY 


10 


HOTLINE 


14 


THE INFINITELY 
IMPROBABLE 
DOUG ADAMS 


22 


Hitch a ride with the man with a 
Heart of Cold. 




BOOTED UP 
ANY GOOD 
BOOKS LATELY? 


26 


Fiction moves off the bookshelves 
and onto your monitor. 




THERE'S A MODEM 
TO THE 
MADNESS 


30 


Telegaming: How to have fun 
running up your phone bill. 




SPECIAL 

SOFTWARE 

REPORT 


32 


Adventure games getting too tame? Build 
your own with Adventure Construction Set. 


WHAT COMPUTERS 


DON'T KNOW 

ABOUT 

BASEBALL 


36 


If computers are so smart, why can't 
the Oakland A's win a pennant? 






DOUG ADAMS/Pg. 22 




BOOTED-UP BOOKS/Pg. 26 



HOW TO VAPORIZE 
FRIENDS AND 



Deep in the heart of Texas, 

Photon warriors are living out 
fantasies of galactic domination 

KAY POWER 40 

Apple's Alan Kay talks about computing. 
He does windows, too. 




INFLUENCE 

PEOPLE 



COMPUTER 
GAMING 
SECTION 44 



Rescue Raiders 

Robot Odyssey I 

The Hitchhiker's 
Guide to the 
Galaxy 

Shadowkeep 

Suspect 

On-Court Tennis 

Robots of Dawn 

Lucifer's Realm 

Fahrenheit 451 

Cabbage Patch 
Picture Show 



Injured Engine 

Playwriter 

Bank Street 
MusicWriter 

Co mpuzzler 

Cyberv/orld 

Twirlybird 

Ollie's Follies 

Cavelord 

Rock 'n' Rhythm 

MacManager 

An Apple A Day 

B.C. II: Grog's 
Revenge 

Spelunker 




INSERT COIN 
HERE 


58 


The latest in laserdiscs, Thayer's 
Quest comes with a keyboard. 




HARD COPY 

This month's book reviews include an 
adventure game "crib sheet." 


60 


Q & A 


64 


GETTING 

ORGANIZED 


66 


Everything from complete work 
stations to disk storage cases. 






YWARklNTW 
UML-ffY. THFW 
BARUIvT tlHUe. 

YXX R K)R- 
RnDTHKKIHr*. 



MODEM MADNESS/Pg. 30 







4 Electronic Games 




electronic 




Volume Three, Number Four 
April, 1985 




Thumbing An Electronic Ride 



r his month’s cover subject 
should be familiar to ad- 
venture game aficionados. It is 
none other than Doug Adams, 
author, software designer, en- 
trepreneur, hotelier, British bon 
vivant, and the creator of Hitch- 
hiker's Guide to the Galaxy. At 
this writing, Hitchhiker's is run- 
ning a strong number three on 
the Softsel bestseller list, and 
anyone who has played the 
game knows why: it is not only 
a masterful work of interactive 
fiction, it is also the first pro- 
gram that intentionally lies to 
the player. I might also add that 
this is one diskette that has 
wreaked havoc with our dead- 
lines. The travails of Arthur 
Dent seem to be booted up at 
some very odd times in the edi- 
tors' offices here. 

Our profile of Doug Adams 
was written by National Editor 
Roe Adams. Roe reports: 
“Doug is a delight to interview. 
I’ll bet most people are unaware 
that he spends a lot of time with 
his friend, Terry Jones, of the 
famed Monty Python comedy 
troupe. They get their best ideas 
after they've hoisted a few at 
the local pub, and as you can 
see with Doug's books, his 
sense of humor is decidedly 
droll, a la the Pythons. And the 
Pythons, of course, are quintes- 
se/itially British in their 
approach to satire and comedy. 
When a comedy club is opened 
in space — and I have no doubt 
that someday, they'll be com- 
monplace — Doug Adams 
should be the guy to do it. He’s 
incredibly funny, even when 
he's trying to be serious." 




When he is serious he can be 
found puttering around his five 
home computers, the machine 
of choice being the Macintosh. 

Managing Editor Louise Kohl, 
shown cavorting with our cover 
boy on this page, was also smit- 
ten by Adams. Something of an 
amateur comedienne herself, 
Kohl couldn't decide whether to 
first ask Doug about Hitchhiker 
or make a marriage proposal. 
Photographer Tom Weihs said 
his concentration was con- 
tinually shaken by laughter as 
the two traded witticisms during 
the two-hour photo session. 
Still, we managed to bring you 
an incisive piece of reporting 
about one of the most talented 
and popular figures in science 
fiction comedy and computer 



adventure gaming. As for my 
own Hitchhiker experience? I 
can be found lying hopelessly in 

front of the bulldozer. 

* * * 

In recent years, one particular 
electronic gaming trend has 
been quite simple to identify. 
Computer software executives 
would keep an eye on the 
arcade scene and immediately 
translate a hit to either an Atari 
800, Apple II, Commodore, 
whatever. The foundering 
arcade business has been hum- 
bled enough to begin to reverse 
the trend. Broderbund's very 
successful Lode Runner will 
be released in the U.S. by Digital 
Controls, Inc. as a coin-op up- 
right. I'd also like to point out 
that Roe Adams designed two 
levels of Championship 
Lode Runner, Mine and 
Pachinko. (If you've ever been 
to Japan, you've heard of 
Pachinko, that nation’s pinball- 
like parlor game.) Lode Runner, 
the arcade game, is a big hit in 
Japanese arcades. 

Two and a half years ago, 
while I was in Japan, the big 
arcade game was Namco's 
Pole Position, a Grand Prix 
race car simulation. Tokyo 
teenagers, mostly boys, waited 
on very long lines to get to play 
it while electronic Mah Jong 
games were idle. Later, the 
game came to the U.S. and did 
quite well. Now, you can pop 
into your local gaming house 
and try a few different courses 
on Pole Position II. Keep 
your hands on the wheel. 

— Doug Carr 

G 



Editorial Director 

Doug Carr 

Managing Editor 

Louise Kohl 

National Editor 

Roe R. Adams III 

Senior Editor 

Steve Bloom 

Associate Editor 

Ben Templin 

Assistant Editor 

Daniel M. Goldberg 

Strategy Editor 

Frank Tetro Jr. 

Midwest Editor 

Rick Teverbaugh 

Contributing Editors 

Ted Salamone 
Brian Scott 
Neil Shapiro 



Art Director 

Ben Han/ey 

Graphic Consultants 

Creative Concepts 

Illustrators 

Michael Dooney 
Duncan Eagleson 
Armando Baez 

Cover Photo 

Tom Weihs 




REESE 

COMMUNICATIONS 

INCORPORATED 



President and Publisher 

Jay Rosenfield 

Production Manager 

Laurie Ann Devereaux 

Production Assistant 

Kayt Kirk 



Circulation Director 

Joseph Muccigrosso 

Subscription Manager 

Rena Adler 

Circulation Assistant 

Carol James 

New York 

National Advertising Director 

Diane Mick 
460 West 34th Street 
New York, NY 10001 
(212) 947-6500 

East Coast 

Advertising Representative 

Lea Stein 

460 West 34th Street 
New York, N Y. 10001 
(212) 947-6500 

Chicago 

Advertising Representative 

Milton Gerber 
1309 North Rand Road 
Arlington Heights, IL 60004 
(312) 253-7500 

Advertising Coordinator 

Angela Vitale 



6 Electronic Games 




Hitch a Ride 
With Doug Adams , 
The Man With a 
Heart of Gold. 



Electronic Caines 23 



voted following worldwide that the books 
have obtained major cult status. While 
many unenlighted people still respond, 
"Who?" to a suggested viewing of a Dr. 
Who episode, the mention of Hitchhiker's 
Guide to the Galaxy elicits such com- 
ments as "Now, that's funny!"; "What a 
book!"; "Awesome"; "Isn't that the Carl 
Perkins show?"; "The movie was ex- 
cellent”; "I hear that Douglas Adams is 
really Arthur Dent and that the book is an 
autobiography"; and even a whispered "I 
hear the guide is for real, honest." All of 
the above is true except for the’ part about 
the movie which wouldn't be released until 
the turn of the millennium, and that bit 
about Douglas being Arthur Dent. Anyone 
who knows Douglas Adams well, would 
know he was really Ford Prefect, the celes- 
tial vagabond on an expense account. 

Douglas Adams began only slightly 
humorous. So, how does one learn to be 
really funny? Well, it pays to be born into 
an aristocracy noted for its unintentional 
humor. Then go to an exclusive private 
school that requires everyone to wear 
hilarious uniforms, and where they turn 
the worst students into lovely rocking 
chairs. Finally, one should attend a world- 
famous University that specializes in classic 
comical curriculums. No, it is not Harvard 
(good guess), or even Brown (which is 
much closer to the truth), but, is in fact, 
Cambridge. Ah, almost caught you there! 



By ROE R. ADAMS III 









\ 



I f you ever wake up one morning and 
find yourself in a strange room with 
a splitting headache and no tea, 
where would you be? No, no, not 
there (but what a deliciously naughty 
thought). Rather, you’d be about to spend 
a wondrous sojourn inside the fertile mind 
of Douglas Adams, creator of Hitchhiker's 
Guide to the Galaxy. 

The four books in the Hitchhiker Trilogy 
(that anomaly is consistent with known 
improbabilities) have generated such a de- 



It; 



¥ 



"The game was more fun [than the books]. 
Writing a book is staring at a piece of paper until 

your forehead bleeds." 



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a. 

ill 

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to 

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a. 

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to 

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Hitchhiker's Guide to the Galaxy (might as 
well run with your proven winner), and 
promptly sold out. Little realizing that the 
first book had only been bought as a 
souvenir item by the departing Pan- 
Galacticans at the end of their tour, Adams 
wrote a second novel: The Restaurant at 
the End of the Universe. This book was 
appropriately placed in the culinary sec- 
tions of the bookstores. Julia Child even did 
a television show on how to properly pre- 
pare a talking-steak dinner. Some dark 
rumors circulated afterward about the 
simultaneous disappearance of her arch 
rival, the Galloping Gourmet. People, 
however, rushed out to get the recipes 
from the first book, as the second book 
continued after the appetizers. 

The BBC decided that if it was good 
enough for the French Chef, then it was 
good enough for British television. So, a 
BBC television mini-series was done on the 
books patterned after the maxi-series, The 
Forsythe Saga. Belatedly realizing that 
Adams Chronicles had already been 
usurped as a title, the BBC imaginatively 
called the series Hitchhiker's Guide to the 
Galaxy. In true economical BBC fashion, 




Steve Meretzky, co-perpetrator 
with Douglas Adams of the electronic 
version of the Hitchhiker's Guide. 



the television series was a condensed ver- 
sion of both books, thus saving the BBC 
from paying out for two shows. 

Now the initial book really started to hit 
some sales figures. It was also first reported 
being smuggled into the United States via 
a case of Snickers. The desperate smug- 
glers were thus able to bypass the numerous 
federal agencies on guard for illegal British 
humor. 

Alas, the government's worst fears were 
confirmed when the highly contagious 
Hitchhiker proceeded to sweep the ranks 
of science fiction readers in the United 
States. The condition • reached epidemic 
proportions when British press copies of 
the third book, Life, the Universe, and 
Everything, flowed over the borders from 
Canada. Faced with the prospects of de- 
toxifying thousands of rabid fans, the gov- 
ernment capitulated and declared Douglas 
Adams a schedule-one uncontrollable Brit- 
ish humorist. 

Official U.S. versions of Adams' books 
now appeared everywhere to rave re- 
views. Numerous radio stations broadcast 
the old shows. Channel 2 in Boston, the 
Continued on page 78 




DOUG ADAMS 

Continued from page 25 

most avant-garde of the nation's PBS sta- 
tions, even dared to show the highly sub- 
versive BBC television series. 

When the third book was released in the 
United States, Life, the Universe and Every- 
thing was immediately recognized as 
heavy-duty philosophy. Therefore it was 
put on bookstore shelves right next to Car- 
los Castanada's latest book: The Teachings 
of Ron Don: The Yankee Way to Knowl- 
edge. Adams' third book immediately be- 
came the darling of the coffee table set. 
They, in turn, had to rush out and buy the 
first two books since the third one made no 
sense without reading the others first 
(Now that really is profound.) 

Douglas Adams was (and is) an in- 
ternational celebrity. His U.S. tour was a 
great success as he was lionized from coast 
to coast. So delighted was he with the 
overbearing American hospitality, tedious 
talk shows, and unending dinner speeches 
that he titled his fourth (and supposedly 
final) Hitchhiker book, So Long and 
Thanks for All the Fish. 

What to do next? Let's see. ..books, rec- 
ords (of the radio shows), television, stage 
play (Off-Off-Off-Broadway. Liverpool 
perhaps, or maybe it was the Orkneys), 
even the obligatory movie contract. "Say", 




said Adams one night, in a not-so-drunken 
stupor, "How about a computer game ver- 
sion!” (The difference between doing a 
game or a book, Adams says, is that "A 
game is fun. A book is staring at a piece of 
paper until your forehead bleeds." 

A quick marketing survey showed him 
that a small adventure game company in 
Cambridge, MA (note the auspicious loca- 
tion, heavy Karmic influences, and Freud- 
ian overtones) named Infocom owned 
the entire computer text adventure field. In 
fact, Douglas' first introduction to Infocom 
was through playing Suspended, one of 
the company's most mind-boggling 
games. (Yes, he solved it.) It occurred to 



"I really feel 
the need to 
branch out into 
fresh areas 
and clear 
my head from 
Hitchhiker." 



him that here was a company with minds 
as devious and eccentric as his own. He 
decided to approach them about Hitchhik- 
er's. Little did Adams realize that Infocom 
was actually only leasing the highly lucra- 
tive field from the Gnome of Zurich. In fact, 
a check with the Frozboz Chamber of 
Commerce would have revealed that In- 
focom was in fact a front for a vast Un- 
derground Empire. Many an adventure 
game player had disappeared forever into 
its clutches; their jobs, families, and sanity 
ensnared by slavering Grues. The few that 
escaped usually wandered around saying 
"Hello, sailor," of "Frotz," and carrying a 
strangely familiar lamp. The Chaucer of 





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78 Electronic Games 




British humor was about to meet the 
dreaded Masters of the Purple Prose. 

Initial contact was made ethereally 
through a transoceanic computer bulletin 
board. Further discussions were held in a 
variety of British pubs. It is even money 
that one of them must have been The 
White Hart in London; so appropriate with 
Arthur C. Clarke's personal table in the far 
corner, right next to the cheese sand- 
wiches. Another creative locale was Hunt- 
sham Court, a hotel in the village of Hunt- 
sham, near Tiverton, Devon. Adams wrote 
So Long and Thanks for all the Fish there, 
and a lot of the electronic version of 
Hitchhiker's as well. He also bought part of 
the establishment. How did that come 
about? "One night after a few drinks," 
says Adams, "it seemed like a good idea." 

Adams insisted on only dealing with the 
game designer who had the greatest sta- 
ture in Infocom. Steve Meretzky, at 6’4” 
was taller than Marc Blank, so he was 
drafted. 

Meretzky was one of Infocom's early 
playtesters, and suffered from a terminal 
case of "Boy, game design is a snap. Why, 
even I could do a better job in a few weeks 
than...." So, being highly sadistic, Infocom 
gave Meretzky a chance to design a game. 
Somehow the few weeks evolved into over 
a year, but much to everyone's amaze- 
ment (except Meretzky’s), the game was 
fantastic. Who can forget Floyd's tragic 
death? Planetfall earned Infocom a whole 
shelf full of Best Game awards for that 
year. 

Even with Meretzky’s heavy credentials 
in computer game design ( Planetfall and 
Sorcerer, another stellar scenario), he 
found it difficult to see eye-to-eye with 
Adams on every aspect of the game de- 
sign. (The rumor is that Adams' real height 
is being kept a media secret in the U.S., 
because of his literary agent's fears that 
Adams will be shanghied by the Boston 
Celtics and never write again. He admits to 
6'5".) 

Luckily forcomputeradventurefans, the 
design did not become a battle of the 
Giants. Mutual respect was earned by the 
exchange of outrageous jokes, a similar 
fondness for wearing bizarre costumes 
(you must see Meretzky in his gorilla suit at 
some party), and sporting eye-blinding 
clothing. Adams is infamous for his day- 
glo ties that add new meaning to the 
phrase Contact High. Meretzky counters 
this with a collection of Dali-like Hawaiian 
floral sport shirts. These are the same shirts 
made famous by Americans traveling over- 
seas in the 50's and 60’s before the Geneva 
Convention ban on visual warfare. 

The peril-sensitive sunglasses that were 
developed for the computer game are 
actual replicas of those worn by staff 
members who had to sit in on lengthy con- 
ferences when both Meretzky and Adams 
were present. In fact, almost all the good- 
ies enclosed with the game origin- 
ally had other uses: The fluff was really 




"The game 
design is basically 
pear-shaped. 
After the player 
gets comfortable 
running 
around the 
narrow neck at 
the beginning \, 
the bottom 
drops out." 



used for earplugs to deaden the impact of 
the puns. The official destruct orders were 
actually coded hit contracts on Adams and 
Meretzky put out by the bedraggled 
playtesters. The baggy containing the 
microscopic space fleet looks suspiciously 
like the bag provided by the airlines in each 
seat for heavy flying. The sales brochure is 
really Adams' dummy Swiss company 
that sells digital watches on late night 
television (remember the Gnome of 
Zurich). The Don't Panic button is, of 
course, the Unimportant Red Button (can 
you find the Important Green Button in the 
packet before the Earth blows up?). 

The only thing in the game package that 



is what it seems to be is the "No Tea.” 
Historians have long claimed that the en- 
tire expansion of the British Empire was 
based on the search for a real cup of tea. To 
date, they have only found Advanced Sub- 
stitute Tea, which explains the fall of the 
Pound, the Falklands, the coal mine strike, 
and Stonehenge. 

A few people in the Himalayas have 
written in and asked whether or not they 
could enjoy playing the computer game 
without having touched the books, seen 
the TV shows, felt the play, heard the rec- 
ords, or smelt a computer overheating 
from twelve hours of obsessive playing. To 
which Adams responded, "42!" 

He further noted, "The game design is 
essentially pear-shaped. After the begin- 
ning player gets comfortable running 
around the narrow neck at the beginning, 
the bottom drops out.” What an un- 
derstatement! With the babel fish prob- 
lem, the game shifts into really high gear. 
Many a seasoned player has been stumped 
here for hours. It does not help that 
Hitchhiker's is, in Adams' words, "the only 
game that deliberately lies to you.” 

Adams, however, has taken pity on 
those less brilliant and warped — over 
Meretzky’s pleas to "let them suffer.” For 
the first time, an Infocom game actually 
has hints to solving some of the puzzles 
built right into the game itself. Admittedly, 
they are mostly obscure, but nonetheless 
actually there. A perceptive adventurer will 
spot the clues quickly, but even the most 
dilettante player can grasp them, if they 
read all the text very carefully, and can 
visualize the entire floorplan of a typical 
Vogan space ship (copies of the floorplans 
are available from the traveling bookmo- 
bile run bv Wowbagger the Infinitely Pro- 
longed). 

The game ricochets all across the uni- 
verse in a bewildering kaleidoscope of im- 
probable pasts, presents, and futures. The 
scenario design resembles a galactic pinball 
game. Watch out for the Black Hole or you 
may never get out again, and remember to 
be careful what you say and do. In Adams's 
universe causality is paramount. A stone 
thrown here blows up planets over there. 

Meretzky and Adams have designed In- 
focom's Hitchhiker's Guide to the Galaxy 
as really an artificial intelligence test. They 
will find out just how artificial your in- 
telligence really is. Try to deal with entire 
ship equipped with Sirius Cybernetics 
Corporation devices, whose motto is Share 
and Enjoy. This is usually considered suf- 
ficient cause through the galaxy for im- 
mediate self-destruction in order to save 
your sanity. See how good you are at 
cheering up Marvin, who is a manic- 
depressive robot. Need to open the screen- 
ing door? Easy, just show it a little bit of 
intelligence. The clue to salvation may 
just be the "thing” your Aunt gave you 
that you can not get rid of no matter how 
hard you try. Then again, maybe not. At 
the bottom of Adams's pear is the jammed 



80 Electronic Carnes 



hatch puzzle, This puzzle will grow on you 
until it takes over your mind Beware the 
Jabberwocks! 

Now that Adams has conquered this 
new medium (the game is already in the 
top ten on the overall charts), what are his 
plans? Will he do Son of Hitchhiker, or 
Hitchhiker, Parts //-XXV? "No," says 
Adams, "I really feel the need to branch 
out into fresh areas and clear my head from 
Hitchhiker. I certainly have enjoyed work- 
ing with Infocom and would very much like 
to do another adventure game, but on a 



different topic." Adams compares adven- 
ture games to movie-making in the early 
1900’s: "It's a real novelty medium and 
only the people doing them really know 
how great they are." 

Sitting across the breakfast table from 
Meretzky and Adams is difficult indeed, 
even wearing the peril-sensitive sunglas- 
ses. The air between them seems to shim- 
mer and blur. At times they bear a startling 
resemblance to that maestro of self- 
expediency, Zaphod Beeblebrox. The two 
heads seem to share the same body. Per- 



haps Zaphod is the end result of the cloned 
collaboration. 

"Remember," says Adams, leaning over 
like a conspirator while chuckling di- 
abolically, "To share the real feeling of the 
game, enjoy everything." 

So, now that you have stayed up all 
night and have solved six impossible puz- 
zles this morning, why not round it off with 
breakfast at Milliway's. Go ahead. If you 
have just finished this computer adventure 
game, you have definitely earned it! 





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Electronic Games 81 



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up. As the manual points out, this 
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Both Programs Deliver 

It’s really not necessary to com- 
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discounts may be available from 
retailers. Where other differences 
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wild cards and “W in” command— is 
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Both user’s manuals are well writ- 
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safe start. Both programs would be 
improved by quick-reference cards 
to remind us of details such as the 
correct sequences for loading disks. 

Zyindex uses reverse video to pin- 
point search terms’ appearances in 
files, a welcome convenience. Menus 
in both programs are clear and un- 



ambiguous. A lot of disk-shuffling 
does go on, partly because of copy- 
protection and partly because the in- 
dexes require such massive amounts 
of disk space. A lot of disk -buying 
goes on, since each filing system you 
establish requires at least one disk 
to hold the index addresses. 

Adding entries to existing index 
lists is relatively easy, but re- 
indexing a list (which you’d typically 
do after making changes in files) is 
not the sort of thing you look for- 
ward to. 

Telephone calls to both manufac- 
turers for assistance resulted in 
cheerful, helpful responses. In one 
case, a bug in FYI 3000 raised hob 
with my rather exotic scheme for 
printing out four-by-six cards, but 
the company immediately sent a 
disk with corrective patches on it. 

Zyindex and FYI 3000 can dig 
through monumental haystacks of 
data and come up with the very 
needle you’re after— all in a 
reasonable amount of time. These 
two programs live up to the promise 
that much computer software makes 
and that only some actually delivers: 
for a relatively small investment, 
they will make your work easier and 
faster and more accurate. □ 



GAMES 



The Hitchhiker's 
Guide to the Galaxy 

Go on a zany intergalactic odyssey in this adaptation of 
the best-selling book 



by Monte Schulz 

Don’t panic: the interactive Hitch- 
hiker’s Guide to the Galaxy is every 
bit as outrageous and funny as the 
novel. The same oddball humor, pe- 
culiar situations, and strange char- 
acters come together in this inter- 
active adventure as they do in Doug- 
las Adams’s book. 

The Hitchhiker’s Guide to the Gal- 
axy is probably the most significant 
game to come from Infocom since 
Deadline and Suspended, for one 



simple reason: it was co-written by 
Douglas Adams based on his owm 
book. This is a first for Infocom: an 
existing work of fiction translated 
into an interactive adventure. Hitch- 
hiker’s Guide is not an “in name 
only” take-off— this game, as any 
Adams fan will quickly discover, is 
quite true to the character of the 
novel. In fact, a fair amount of text 
in the game has been lifted directly 
from the book, particularly a brief 

Monte Schulz is a freelance writer who lives in 
Santa Barbara, California. 



160 March 1985 Popular Computing 





PO PULA R REVIE WS: SOFT WARE 



scene dealing with two waning alien 
factions and a certain slip of the 
tongue that accidentally ignites in- 
tergalactic war. Yet the rest of the 
story is new enough that players 
familiar with the novel will have as 
much to discover as those who have 
never read a word of the Hitch- 
hiker's trilogy. 

Douglas Adams was not exactly a 
novice himself when it came to do- 
ing this program. He had played sev- 
eral of Infocom’s earlier adventures 
and it w r as he who approached Info- 
corn with the project. Having Steve 
Meretsky (whose own Planetfall 
owes much to Adams’s novel in 
terms of style and humor) co-script 
the game has worked out well, both 
for Adams and Infocom, as the 
humor thev share dovetails wonder- 

4 / 

fully in the text. 

Hitchhiker’s Guide opens with you 
assuming the role of Arthur Dent on 
the “worst Thursday that ever hap- 
pened.” Before the morning is over 
you will have discovered that your 
house is scheduled for demolition, 
that your friend from Guildford is an 
alien from another planet, and that 
human history on earth is in its final 
moments. And from there your ad- 
venture begins. Hitchhiking w r ith 
your friend, Ford Prefect, from a 
Vogon Constructor Fleet to the 
highly improbable starship Heart of 
Gold leads the two of you halfway 
across the galaxy in search of some- 
thing very special. Zaphod Beeble- 
brox, president of the Galaxy, is 
here, as is Tricia MacMillan (Tril- 
lian), Marvin the paranoid android, 
Eddie the shipboard computer, and 
a cast of, w r ell, others. In a sense, 
then, the story is the same, but the 
emphasis and plotting are new. And, 
of course, instead of having Douglas 
Adams lead Arthur Dent from 
Earth to the Heart of Gold and along 
to the mythical planet of Magrathea, 
it is up to you to get yourself there 
after unraveling a series of devious 
and extremely subtle puzzles. 

The Parser Understands 

As is typical w r ith Infocom games, 
the vocabulary understood by the 
program is quite good and enhances 



the interaction with the story. The 
Infocom parser, that part of the pro- 
gram responsible for accepting and 
interpreting commands typed by the 
player, allows for normal sentences 
and ideas to be communicated to the 
game— an advantage always appre- 
ciated by players new to this kind of 
program. 

Infocom rates Hitchhiker’s Guide 
as a standard-level adventure, but I 
suspect that novices to interactive 
Fiction will have a tough time with 
the game— not an unpleasant time, 
just a tough one. As for those expert 
adventurers out there who routine- 
ly breeze through this kind of game 
in 15 hours or less, a word of warn- 
ing: just try escaping the dark lair 
of the ravenous Bugblatter Beast of 
Traal (so stupid it thinks that if you 
can’t see it, it can’t see you!). Just try 
sticking that mind-boggling Babel 
Fish in your ear. Just try surviving 
the recitation of Vogon poetry or 
getting rid of that “thing your aunt 
gave you that you don’t know what 
it is.” 

A couple of puzzles in this game 
are as difficult as those in any adven- 



At a Glance 

Name: The Hitchhiker's Guide to the 
Galaxy 

Type 

Interactive fiction 

Manufacturer 

Infocom Inc. 

55 Wheeler St. 

Cambridge, MA 02138 
(617) 492-1031 

Price 

$49.95; $59.95 for CP/M and NEC 
Advanced Personal Computer versions 

Format 

5’/«- and 8-inch disks 

Computer 

For most home computers, including any 
CP/M-based system with 8-inch disk drive; 
requires 32K bytes of RAM and one disk 
drive 

Documentation 

Game manual, assorted paraphernalia; 
bring your own towel 

Audience 

Fans of Douglas Adams, science fiction, 
adventure games, good-natured humor 



ture game, and I suspect that Info- 
com will do a brisk trade in Invisi- 
Clues hint booklets (available for 
$7.95) on this one. But w'ho knows? 
Just because I groveled my way 
through Hitchhiker’s Guide begging 
for hints and a decent cup of tea at 
every turn doesn’t mean everyone 
will. The toughest thing about get- 
ting through the game is picking up 
on the subtleties. Everything has to 
be read with great care. Don’t let 
yapping dogs lie. Leave no stone un- 
turned. Study your “guide” with dil- 
igence because there is no meaning- 
less fluff in this game. 

Travel Is Difficult 

The structure of Hitchhiker’s is 
pretty interesting as well. Mapping, 
for example, usually mandatory in 
adventures, plays little or no part 
here at all. Instead of containing a 
single geography, the 30 or so rooms 
in Hitchhiker’s are separated into 
eight scenarios, which are tied more 
or less together by the game’s story- 
line. 

Discovering the means to travel 
throughout the geography of this 
crazy “universe” is one of the most 
basic puzzles in the game. Another 
is figuring out what you are sup- 
posed to be doing in the first place. 
Just remember to consult your 
Hitchhiker’s “guide” for answers to 
these and other pressing questions. 
And whatever happens, don’t panic. 
Enjoy the experience no matter how 
irritating it might become. For the 
most part, every problem has a rea- 
sonably sensible solution— not nec- 
essarily logical, but somehow within 
the context of the game, sensible. 
Those players who most quickly 
grasp Adams’s sense of humor will 
do well in Hitchhiker’s, while those 
who do not will probably moan about 
the author’s deviant mind. 

The Hitchhiker’s Guide to the Gal- 
axy will certainly attract a large new 
audience to Infocom’s interactive fic- 
tion, while at the same time reinforc- 
ing among its established customers 
that same feeling of satisfaction with 
a product reasonably priced and 
wonderfully well written. What 
more could anyone want? □ 



182 March 1985 Popular Computing 




Infocom playmates: penetrating the computer 



Play on words 

Infocom s adventure games 



by Charles Bloche 



-tt.-rr — ,■ 















S itting down to play one of 
Infocom's "interactive fic- 
tion" adventure games is a 
little like sitting down with a new 
bottle of Scotch. Eight hours later 
your eyes will be bleary, your 
limbs w ill hurl, and you'll have to 
strain to remember how to nego- 
tiate once again with the three- 
dimensional w orld. These games 
do strange things to your per- 
ception When you turn off your 
computer and go out into the 
street, it's difficult to remember 
that you're no longer traversing 
an imaginary world. 

This kind of obsession, which 
can afflict you even if you've 
never touched a computer before, 
is the key to the astounding 
-uccess ot the Cambridge-based 
firm Infocom and its long line 
of interactive-fiction software. 
Beginning with Zork, its first 
fantasy 'role-playing game, intro- 
duced in 1970 and moving on 
to the genres of adventure, 
rr.*stery, and science nction, In- 
fa orr. has been behind the most 
consistently popular and profil 
jolt computer games in the 
business founded in Iy79 by a 
clique of whizzes from MIT's 
computer iabs the company 
made S10 million in revenues last 
cear Its consistent growth (re- 
■ er.ues were $6 million in 1983) 
has bucked all the downward 
industry trends. This is particular- 
ly amazing because the product 
makes no attempt to hook you 
with graphics, color, or any of the 
other pyrotechnics that burst on- 
to the scene, and then fizzled, 
with the video-games craze. In- 
stead, these games tap into a 
more primal human fantasy: you 
begin to believe the machine 
really can think. 

Infocom's 15 software titles are 
divided into four levels of dif- 
ficulty: introductory, standard, 
advanced, and expert. All the 
games work in pretty much the 
same way Sitting at your key- 
board, you are given a role and 
thrown into a situation — de- 
scribed by text on the screen — 
and from there you make your 
way through the plot twists by 
typing English commands. For 
example, Wishbringer, Infocom's 
latest release, drops you (in the 
role of a postman) into a quaint 
seaside village, which you soon 
discover is loaded with trolls and 
vultures, controlled by the "Evil 
One." You must travel through 
the village, combatting her emis- 
sanes In the game Suspect, 
which was released last year, you 



play a reporter who is sent to a 
high-society Halloween costume 
balk where the hostess is 
murdered; your task is to find the 
killer before the’crime is blamed 
on you. 

In interactive fiction, com- 
municating with the machine is 
half the challenge. The computer 
operator need not be a program- 
mer: using what computer pro- 
grammers call natural-language 
processing, the computer accepts 
English input and responds in 
kind. The first interactive game, 
the Colossal Cave, which was 
designed at MIT and lurked for 
years only in the memories of 
university mainframes, was lim- 
ited to two-word commands and 
had a relatively small vocabulary 
You could give the computer 
instructions like "go north" or 
"open grate" or "climb tree." 
After each command, the pro- 
gram would respond with the 
consequences of your actions. It 
would provide a description of 
the chamber you were in and tell 
you, foi example, "The grale is 
locked," or "There is an emerald 
egg here"; the ohjeit of the game 
was to traverse a computerized 
obstacle course. Infocom games 
(which were inspired by the 
Colossal Cave) are more com- 
plex: you may type in "Order a 
drink from the bartender" or 
"Plug the long wire into the 
receptacle." But the idea is the 
same Infocom games are com- 
puter versions of interactive nov- 
els, in which you are given a 
choice of which page to tum to 
next and can thus control the 
outcome. 

These games point to the un- 
tapped possibilities of computer 
software. But to understand the 
promise they represent, you must 
first consider their limitations. 
When you slip into your micro 
the disk for Wishbringer, you will 
not, as the company promises, 
"experience something akin to 
waking up inside a story " The 
brochures say that you will be 
able to explore "an exciting 
world," meet characters with 
"extraordinarily developed per- 
sonalities," and "actually shape 
the story's course of events 
through your choice of actions." 
But the grandiose promise of the 
term "interactive fiction" is mis- 
leading; there are limits. 

Computer programming is se- 
quential: its result is always a 
single path through which the 
programmer leads you. The sim- 
plest example of this is word 



processing. The programmer ar- 
ranges his code so you at the 
keyboard will always have two 
choices, a fork in the road. You 
can press a character key, which 
the program just eats, or a 
command key, which the pro- 
gram interprets and obeys; then 
you are back at the fork again. 
More complex programs may 
lead you through a senes of 
menus: you choose the function 
or input the number, and the 
computer slides you to the next 
step. 

Play Wishbringer, and you're 
doing the same thing. The "plot" 
is a sequence of logical puzzles 
for you to solve. At one point you 



times and you'll get the same re- 
sponse four times — that hardly 
simulates real life. This is be- 
cause the designer of the pro- 
gram must incorporate a person's 
possible responses and com- 
mands, translating potential Eng- 
lish messages into strings of com- 
puter codes. This code is struc- 
tured in an "if . . . then" format — 
telling the computer, "U you hear 
this, then do that." Thus the com- 
puter can "respond" only to com- 
mands the programmer has anti- 
cipated. Your task is to gueas 
what answers the programmer 
used. Ask a character about 
something he isn't programmed 
to recognize, and the computer 




A frame from Wishbringer: who done it? 



have to get down a road that is 
blocked by a ferocious dog. If you 
go in the opposite direction, to 
the graveyard, then jump into an 
open grave and take a bone, you 
can then throw the bone to the 
dog and skirt by, undigested, to 
the next puzzle. You can tell the 
computer to stand on its head, 
jump up and down, or yell, "Play 
dead!", but you're not getting 
down that road until the dog has 
its bone. Such adventure games 
are really a series of logical brain- 
teasers you must decipher. 

Perhaps the company's most 
ambitious interactive story is The 
Hitchhiker's Guide to the Galaxy, 
adapted from the novels and 
radio and TV shows of Douglas 
Adams, who collaborated with 
Infocom writer/programmer 
Steve Meretzky to develop the 
game. The program, witty, addic- 
tive, and challenging, is in fact no 
more interactive than a Skinner 
box. In the game you can address 
the other characters, but of course 
there are no real conversations, 
only predefined responses you 
elicit. Do the same thing four 



will say that he "isn't interested" 
or "ignores you." You progress 
through the story by choosing 
among limited options. 

Infocom games work because 
they are complex enough to be 
convincing, if one takes a sport- 
ing leap of faith. The more 
choices you have built into a 
game, the more complex the 
path, and the closer an approx- 
imation of reality the game be- 
comes. This is the simple idea 
behind artificial intelligence: 
build enough different options 
and consequences (i.e., responses 
to anticipated answers) into the 
program, and a computer can 
simulate abstract understanding. 

The more radical A1 
philosophers claim our brains 
operate in the same way as a 
well-programmed computer. De- 
compressing on a street comer 
after a few hours of Hitchhiker's, 
you're tempted to believe them 
— it is no mean effort to pop out 
of the linear, cause-and-effect 
way of thinking the game in- 
duces. Hitchhiker's is fun be- 
cause its array of options is so 



vast, and the program so com- 
plex, that you can expenence a 
completely different "plot" each 
time you play. The basis of 
adventure games, then, like the 
basis of computer programming 
in general, is just the map of 
choices a user can make You 
enter a logical environment of 
choices, branches, and loops. 

Maybe the most extraordinary 
thing about computing is how 
readily it can model an environ- 
ment in these terms. The kind of 
reasoning programmers use is 
"architectural " Part of a program 
is the path, always sequential. 
Another key part is the 4ata' 
structure, or the arrangement of 
information you must navigate 
Programmers speak of graphs 
and trees these are mathemati- 
cally regular kinds of arrange- 
ments. Any completed program 
is an organization of logical 
space. That s ethereal space — 
kilobytes of it — unexplored 
before the computer came along 
to keep track of it for us Hackers 
and adventure placer- gel lost in 
that -pace: programmers -eek to 
harness it 

Adventure games at the level 
of Infocom s hint at the future of 
computing There are two kinds 
of technological frontiers in com- 
puting. hardware and software 
Progress in hardware has of late 
occupied everyone s minds, but 
as we reach the limits of what 
you can fit on a microchip, 
progress in software, managing 
the space the hardware has 
staked out, has been relatively 
neglected. For instance, word 
processing is fine — a more 
versatile typewriter; the database 
is nice — a faster rolodex The 
"desktop" analogy of the Macin- 
tosh helps neophytes understand 
how to work the machine. But 
adventure games show us that a 
computer doesn't just do the 
things you already do, only faster. 
These toys use the real strength 
of the computer — its facility in 
organizing memory — rather 
than merely mimic the primitive, 
3-D objects on our desks. We 
won t make full use of the power 
of computers until they literally 
become our desktops: multi- 
dimensional files and organizers 
physically impossible outside the 
world of the microchip. 

It's no surprise that Infocom, 
with some expenence in settling 
that world, is working on its own 
line of business software. There's 
a field that's begging for adven- 
ture. O 





PANAK 

STRIKES ! 

Reviews of the latest 
software 



bv Steve Panak 



T i i i > month, as I emerge from my sub- 
terranean lair. 1 am blinded by the light. 
Not trom the sun. although that would 
be pleasant since it's always dark here, 
but from the glow of good games. I get 
such junk at times that I'm sure I'll go 
mad But not this month — not a dud in 
the bunch. 

So. as the last ghastly glow grows dim 
on my phosphor tube. 1 can barely re- 
member that I am still trapped here, 
with no escape except that in my own 
twsted mind. Yet it’s with peaceful res- 
ignation that 1 write this to you from 
beyond — a feeling that, at least for a 
time. 1 will be free. . .through these 
games. 

1 will, of course, only awaken and find 
myself trapped again. 

THE HITCHHIKER’S GUIDE 
TO THE GALAXY 
by Douglas Adams 
and Steven Meretzky 

WISHBRINGER 
by Brian Moriarty 

INFOCOM 

125 Cambridge Park Drive 
Cambridge, MA 02140 
48K Disk $34.95 each 

See what I mean? This month, not one 
but two games from the only company 
that can really turn me on The graph- 




ics which Infocom's 
prose sends scorching 
into my mind make all 
my arcade action games 
obsolete. So. without fu 
ther ado. let's get into the 
first one. \ 

The Hitchhiker's Guide to 
the Galaxy is Infocom's four- 
teenth work of interactive fiction 
(and they said it wouldn't last). 
However, it also marks a first for 
Infocom. It's the first time they’ve used 
a best-selling author's book as a basis for 
one of their games, and they've even had 
the author co-write the game itself 
Douglas Adams is the man behind the 
madness, and the four books which 
comprise the Hitchhiker trilogv have 
been best-sellers — both in the II S. A. 
and in the author's native Fngland. They 
have spawned, in addition to the Mabel 
fish, a public radio series and a I’MS tel 
evision mini-series (imported from Kn- 
gland |. Humors cont in we to ( iron lute as 
to the possibility of a motion picture 
again reuniting Arthur Dent and his co- 
horts. 

The game itself lakes you into the loi 



merited world of Arthui Dent, who on 
one sunny morning, got up on the wrong 
side of his bed to find his clothes, his 
house and his planet utterly destroyed 
by bureaucrats bent on progress. To cap 
it all off. he discovers that his friend. 
Ford Prefect, is not from Guildford 
after all. but from a small planet 
somewhere near Betelgeu.se. As in 
the series, t he* two are joined by 
Zaphod Beeblebrox. the universe's 
cleverest two-headed man. and by 
Marvin, the paranoid android, who of- 
ten has a pain down all the diodes in his 
left side. 

The four band together and are joined 
by other memorable characters, as they 
move in and out of improbable situa- 
tions as easily as most of us get out of 
our old socks. And. all the lime, they 
slyly poke fun at every science fiction 
gadget and concept ever created. 

The characters come to life as the sto- 
ry unravels before vour awaiting eyes. 
One problem, however, is inherent. The 
characters in the trilogv are extremely 
complex — more than a computer game 
can handle, even one from Infocom 
So. in ordei to undeist.md mam of the 



ANALOG COMPUTING 



NOVEMBF R 19Bf» / PAGE 23 








PANAK STRIKES! continued 



glasses (which become opaque when 
danger approaches, so you won't be um 
necessarily alarmed) and a "Don’t Pan- 
ic" button. 1 was slightly disappointed 
that the glasses were only cardboard. 1 
was unable to wear them out on the 
town, but costs must be kept down. At 
least the button could be worn — and 
was! 

VVishbringer's manual isn't quite as 
impressive. It contains the local history 
of Festeron. as it concerns the Magick 
Dream-Stone. This, of course, added 
something to the story, but. while im- 
aginative. wasn't as much fun to read. 

It lacked the twisted Infocoin humor I've 
grown to love. 

Other YVishbringer paraphernalia in- 
clude postal maps of the town, the let- 
ter you must deliver and the stone itself, 
which 1 found fascinating. It glows in 
the dark, but not that age-old glowing 
green I've grown accustomed to since 
childhood. It glowed purple. This was 
unsettling enough to make me recharge 
it and watch it glow a number of times. 

I suggest setting it nearby and playing 
Wishbringer in its eerie radiation. 

So. while both these games are iden- 
ticallv superb, 1 have to give the slight 
edge to The Hitchhiker's Guide to the 
Galaxy. Its sarcastic blend of humor and 
torment often sent me screaming from 
the room, with clumps of hair between 
my fingers. 

SPACE SHUTTLE 
by Steve Kitchen 
ACTIVISION 
Drawer No. 7287 
Mountain View, CA 94039 
16K Cartridge $29.95 

After testing and reviewing scores of 
games. I’ve often caught myself falling 
into the trap of judging a game just by 
the company which puts it out. I feel 
that some companies put out good qual- 
ity. and others, well. 

Activision has been one company that 
I've come to expect very little from — 
that is. until I boarded their Space Shut- 
tle. Now excuse me, while l extract a foot 
from my mouth. 

Space Shuttle is a welcome surprise, 
and an unexpected pleasure greeted me 
when I opened tht! carton. This wasnt 
the simple video game I'd expected, but 
a complete program, essentially a junior 
miter space version of Flight Simulator 

In Space Shuttle, you are at the con- 
trols of the shuttle Discovery on a mis- 
sion to rendezvous ami dock with an 



PAGF 24 / NOVEMBER 1985 



ANALOG COMPUTING 




events, you have to have read the hooks. 
How else could you know what truly 
repulsive creatures the Vogons are? But. 
once you've read the books, you've also 
learned solutions to some of the puzzles. 



boxes, in particular, take on a life ol their 
own ns they skip and jump about, de- 
manding to he fed. 

If vou evade the hoot patrol and have 
the Wishbringer stone, you're in rum- 



Not all the puzzles, though, and there 
are more than enough riddles to keep the 
game gnawing at you for at least a cou- 
ple of weeks. Some of the puzzles are 
extremely humorous (as well as diffi- 
cult). as they taunt you after each incor- 
rect solution attempt. And. for those of 
you who've played the game. I want you 
to know the Babel fish is still torment- 
ing me. 

Infocom followed Hitchhiker (as if 
that was possible, but then, achieving 
the impossible is an Infocom exclusive) 
with Wishbringer. a fantasy game in 
their introductory (formerly “junior'’) 
level . 

In this game, you’re a postal clerk w r ho 
is ordered one day. none too politely, to 
deliver a mysterious letter to the town’s 
Magick Shoppe But this letter turns out 
to be a ransom note for the proprietor’s 
kidnapped cat. 

Upon vour return from delivering the 
letter, vou discover that the tow'n has 
changed — for the worse. It’s no longer the 
friendly city of your youth, but has mu- 
tated into a malignant metropolis, whose 
livid life-forms have no good plans for 
your future. 

Wishbringer also fakes you through 
u -labyrinth of tw ists and turns that wind 
through other familiar Infocom locales 
Suddenly, you find yourself out' ide a 
white wood house (Zork). or on n sul- 
try pier (Cutthroats) Hut each ol these 
plat es has also t hanged strangely Mail 



mand of its power. It allows you to cast 
seven spells. >ome of which can only be 
used once. It s not easy: all the spells re- 
quire additional items, such as grue's 
milk. And. if you've ever tried to get 
milk from a grue. you know how pain- 
ful that can be Only the w ise warrior 
will find all the items, then wait and use 
the spells at the correct time, finally 
completing the game. 

The puzzles are generally easy, espe- 
cially if you've challenged Intocom be- 
fore. However, the prose is entertaining, 
and the game is fun and full of surprises, 
more than making up for the quick com- 
pletion time. 

Both programs function smoothly. In- 
focom has left little room for improve- 
ment. although Wishbringer introduces 
a new cursor. As usual, time is always 
spent loading data from the disk, but 
this is necessary. Sometimes it even en- 
hances the game, providing a tension- 
building delav before you find out that 
you've inadvertently killed yourself. 

The Infocom production st.iff has out- 
done itself again in tin* packaging of 
these two games. Both utilize their new 
packaging design, which resembles a 
hook, with a front cover that opens to 
display the manual 

The disk and other game goodies are 
secured in a t ompaitinen! in the hat k. 
Hitchhiker’s manual is espet talU good, 
with humorous piose and draw mgs Al- 
so int lulled an* the peiil sensitive sun- 



Entertainment Software 



The 

Hitchhiker’s 
Guide to the 
Galaxy 




The Hitchhiker's Guide to the Galaxy 



Lost in Space 

The Hitchhiker 's Guide to the Galaxy is 
the latest in a long string of adventure 
games (also called interactive fiction) that 
places the user in a perilous situation 
from which only wits and luck can lead 
to escape, fame, and fortune. Based on 
the novel with the same name, the pro- 
gram allows the user to become Arthur 
Dent, a docile resident of the town of 
Cottington. Arthur’s cottage is to be de- 
stroyed to make room for a highway. 

At the same time, the Earth is about to 
be clobbered by the evil Vogon fleet to 
make way for a space turnpike. As Arthur, 
the user will face puzzling situations and 
dangerous creatures such as the dreaded 
Ravenous Bugblatter Beast of Traal. The 
ultimate goal of the program is to solve 
all the puzzles and reach the end of the 
game and have fun doing it. 

The package comes with a few essential 
items besides software. These include a 
small ball of “fluff’, a destruct order for 
Arthur’s cottage, peril-sensitive sunglasses, 
a “Don’t Panic!” button, and a micro- 
scopic space fleet (don’t ask— you’ll have 
to buy the package). 

Many of the situations in the game left 
us baffled and forced us to turn to a hint 
book, called InvisiClues, for help. The 
booklet is set up to give away as little in- 
formation as possible. To get a hint for a 
particular problem, such as finding out if 
the Pan-Galactic Gargle Blaster is impor- 
tant, the user goes to that section of the 
hint booklet. All of the hints are invisible 
and can only be seen after running a yel- 
low marker over them. According to the 
publisher, the hints will fade again after 
six months and be gone for good. 

Adventure game playing is not for 
everyone. Still, no other media is able to 
put the user in the middle of the action, 



movies included. If you're able to visual- 
ize situations as described in books and 
have yearned to slice monsters and fire 
phasers yourself, then give interactive fic- 
tion a try. 

As with other programs from Infocom, 
The Hitchiker’s Guide to the Galaxy can 
be likened to a superb radio drama. It 
uses powerful words but no graphics. 
Product: The Hitchhiker s Guide to the 
Galaxy 
Price: $39 95 

Company: Infocom. Inc., 125 Cam- 
bridgePark Dr., Cambridge, Mass. 02140, 
617-492-6000 

Requirements: Apple 11, II + , 11c, He, 
disk drive 

Proving 
Grounds of the 
Mad Overlord 
and Wiziprint 

Lost in a Maze 

One of the most absorbing computer 
games we’ve played is Proving Grounds 



of the Mad Overlord. This adventure, the 
first in a series of three from the vendor, 
is set in a castle complete with magical 
items, strange beings, monsters, and a 
maze, to name a few. The main object of 
the game is to get out of the maze. 

Before starting the adventure you have 
to create some characters as “alter egos” 
in the fantasy. These characters are con- 
trolled by telling the computer how they 
should respond to various situations. 

Characters are created by giving them 
skills, abilities, and possessions chosen 
from a provided list of attributes. You are 
allowed to use only six characters at a 
time, although we found that you can 
store up to 20 characters on a disk. All in- 
formation pertaining to characters is saved 
on the scenario disk. 

Once we created and equipped our six 
characters we were ready for the maze. 
The computer screen displays the maze in 
three dimensions in its left-hand corner. 
The bottom of the screen lists the names 
of the adventure team and also provides 
some information about each character, 
such as the number of blows each is able 
to withstand. The middle section of the 
screen is for messages and questions 
that appear when your characters 



\fyflc. X P-eYi tW 



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TECH 



BY MARTIN PORTER 

E AR STYLING ♦ Thanks to por- 
table stereos, headphones 
have become the new Ameri- 
can headdress. But high tech in elec- 
tronics often turns out. in design, to 
be low tack. 

Enter Yamaha, which followed 
the fashion industry s lead last \ear 
with a pair of designer headphones 
that elegantly complement any de- 
signer jeans. They re the N HL- 
003/006 (about S50/S40 respective- 
ly )__ C ourtesy of the famed Porsche 
Design Group of West Germany. 
These melody muffs are every bit as 
sporty as their maker’s famed road- 
ster. Moreover, they roll into a com- 
pact and cushioned ball for travel- 
ing. and even rolled their way into 
The Museum of Modem Art s De- 
sign Collection last year. 

Now comes Yamaha's latest 
headphone design, from Itah and 
designer Mario Bellini, who first in- 
troduced style to stereo several years 
back with a wedge-shaped cassette 
machine. His new audio unit, the 
YHD-1 (about $70), weighs only 
5.9 ounces and uses a modified elec- 



headphones told flat even in the back 
pocket of your jeans. 

Your move. Calvin. 

agAr 

T HE GALAXY GAZETTE ♦ Ev- 
eryone's heard of Douglas 
Adams, right? He wrote The 
Hitchhiker' s Guide to the Galaxy. 
and his cosmic literary adventure has 
sold nearly 3 million copies world- 
wide. Well, now this globe-trotting 
Londoner is talking up his computer 
software translation of Hitchhiker 
(about $40), the first published nov- 
el put on floppy disk as “interactive 
fiction."' 

The program's developer, a com- 
pany from Cambridge. Massachu- 
setts. called Infocom. has redetined 
computer entertainment with a genre 
of games that you read instead of 
bleep. Unlike conventional novels, 
Infocom's variety lets the reader 
pave his own path through the prose, 
creating a unique tale every time. 

"1 feel like interactive fiction is 
what it must have been like in the 
movies in 1905, Adams says. 



proved hardware and software to 
make use of its true potential." 

In Hitchhiker, gamesters become 
the protagonist. Arthur Dent, whose 
house is about to be bulldozed to 
make way for a galactic bypass — 
just as the world is about to be de- 
stroyed. The trick: Maneuver past 
these simultaneous disasters and 
then trip through the galaxy by typ- 
ing moves into the computer in plain 
English. 

Hitchhiker's Guide is part of the 
so-called incomplete works of Info- 
com which began with Zork Trilogy, 
a text adventure in the center of the 
earth, which has topped the software 
best-seller lists for the last two years. 

“There aren't many limitations to 
the computer format. ' Adams says. 
“Except, you can’t take it to the 
bath.'" 



M AC M AGIC ♦ When the wun- 
derkinder of Cupertino, Cal- 
ifornia — otherwise known 
as Apple Computer — introduced the 
Macintosh microcomputer last year, 
there w as a range of reactions. Hack- 
ers greeted the machine as the Holy 
Grail, while white-collar office man- 
agers grumbled about their alle- 
giance to the hallowed initials IBM . 

In fact, the Macintosh is making a 
dent in the nine-to-five world — 
though not in the traditional word- 
processing, data-base and spread- 
sheet world that Steven Jobs and 
company first envisioned. The new 
Macintosh Office connects a full- 
boat 512K Macintosh with a new- 
high-resolution laser printer that si- 
lently spews text of almost typeset 
quality and art-department graphics 
out of its tray in seconds. 

The LaserWriter (about $7,000) 
functions much as an office copier 
that can put on paper what s con- 
tained in the computer’s brain. How- 
ever, the true magic here is the print- 
er itself, which boasts enough type 
styles to open a type shop. Macin- 
tosh programs like ReadySetGo 
(about $125) provide the goods to 
prepare even a newspaper, and the 
much-ballyhooed Jazz integrated 
package from Lotus Development 
(about $595) can tum the most bor- 
ing spread sheet and graph display 
into a demo worthy of Disney. 

Not bad (continued on page 228) 



"Not a serious medium, not some- 
thing we should take too seriously 
yet, but something with tremendous 




Melody muffs 
go trendy... 
Making a dent 
in bytes... 

Jobs (Steve) in 
Disneyland... 
Dishing the 
heavens... 



King of the Ks 







CiQ S \ PT I M B i R \ Q * * 





other beings. Talk with them to ob- 
tain jobs (use your special skills for 
pay), barter for trade goods, ask 
them to join your band, or fight 
them to build up your combat expe- 
rience and weapon skills. 

If the planet you're on isn't to your 
liking, buy a spacecraft (very expen- 
sive) or fly as a passenger to another 
world. If you dare (and if your char- 
acters are advanced enough), try 
taking a job for one of the four inter- 
stellar government agencies. They'll 
send you on dangerous missions 
where you can quickly rise to higher 
levels of expertise. 

The game is complex, takes 
months to play, and offers the best 
time I've had with a computer. 
What's more, once you begin to tire 
of the adventures supplied in the 
program, there’s a first-rate con- 
struction set, which allows you to 
build your own worlds for further 
adventures. This game is a necessity 
for every dedicated adventurer, and 
an excellent introduction for begin- 
ners who haven’t tried their hand at 
role-playing games. 

The Hitchhiker's Guide to the 
Galaxy 

hardware requirements: Reviewed 
on Apple II series. Also for Macin- 
tosh. Atari. C 64. IBM PC/PC/r, 
TI-99/4A. 

MANUFACTURER: InfoCOm 

PRICE: S39( Apple, IBM. TI ): $34 

(Atari. C 64) 

CRITIC S SUGGESTED AGE: 14 + 



First came Douglas Adams' brilliant, 
satirical, science-fiction radio pro- 
gram, The Hitchhiker's Guide to the 
Galaxy. Then came a best-selling 
book, more books, a TV series, and a 
soon-to-be -released movie. Now. 



there's a computer game based on 
the original story. 

Who else but lnfoeom designer 
Steve Meretzky (author of the comie 
science adventure Planetfall ) could 
create this difficult but rewarding 







HOW TO PUT A PLATYPUS 
UNDER YOUR SPELL 

^ 'S. # V i n ),1V. l 4- -/ 






i* y _ I v . ^ - 



I 






( 









No one loves getting wet more 
than a duck-billed platypus. 

(That’s pronounced 'plat-i-pus.) 

So if you want to make a platy- 
pus happy in \VISHBRINGER,“ 
lnfoeom’ s amazing interactive 
magic adventure . just type in a magic 
spell: PICK UP THE MAGIC ROCK 
AND THE UMBRELLA. OPEN 
THE UMBRELLA, THEN WISH 
FOR RAIN. 

You’ll be glad to have a happy 
platypus on your side. 
WISHBRINGER’s packed with 
danger. You’ll face sorcerers, 



kidnappers , even a stone that \ 
grants its owner’s every 
wish. In fact, there’s so much 
action, your adventure can last 
for w 7 eeks or even months . 1 

Get the closest thing on 
a disk to real magic. Get ) 

WISHBRINGER? It’s a great 
adventure - and a great w 7 ay to ) 

learn how 7 to spell platypuses. 1 

iriFOCOIIY 

•Its compatible with almost every popular home computer. 
W1SHBRINGER is a trademark of lnfoeom, Inc. 




A FAMILY REUNION! 



Back issues of Family 
Computing are now available. 
These limited editions offer 
information on software, 
buyer's guides to computer 
systems and include monthly 
programs for all major 
computer brands 

9/83 Computer Buyer 5 Guide 
A Look at Leading Brands 

10 83 How to Care for Your 
Home Computer 

11/83 Buyer s Guide to Printers 

1283 The Layman s Guide to 
Word Processing 

Fill out 



1/84 Review of Coleco s Adam 

2'84 Guide to Programming 
Languages 

384 Buyer s Guide to Modems 

4 84 Computers and Careers 

584 Review of Apple's 
Macintosh 

684 Earning Money Using 
Your Computer 

784 Buyer's Guide to Portable 
Computers 

884 Special Beginner 
Programs for Adam 
Apple. Atari. Commodore, 
IBM TI, Timex TRS-80 
and VIC-20 

the coupon below and mail it 



984 SAT Software 

Buyer's Guide to Disk 
Drives 

10 84 Buyer's Guide to Printers 
under S500 

11 84 Software to Challenge 
Your Children 

12/84 Bes’-Ever Shopping Guide 

1 85 Putting Your Finances 
in Order 

First Time - K-POWER 
The Magazine for Kids' 

285 Computer Ca r e and 
Maintenance 

3 85 Telecomputing The Great 
Computer-Phone Link 

today! 



Total Issues:.. 



1-4 issues — $3.95 each, 5 or more issues — $2.95 each 

Postage and handling included Payment musi accompany order Please a’low 6-8 weeks to’ delivery 

Enclosed is my 

Q Check 

["1 Money ordei 

c; "' s ""' 7,1 Published by M Scholastic Inc ,or t0,al 5 



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[ FAMILY Back Issues 

| COMPUTING P.O. Box 717, Cooper Station, New York. NY 10276-0717 

I List the desired issues of Family Comput'nq below 

| 

I 



I 

I 

I 

, J 



JUNE 1985 79 





Upcoming 
Features In 
FAMILY 
COMPUTING 

Make the Most 
of Your Summer 
With Fitness, Music, 
SAT Programs, 
and More 

Creating Your Own 
Games With 
Construction Sets 

Build Math Skills 
With Software 

Are Your Computer 
and Job Compatible? 
Find out. 

July Issue 
On Sale 

At Your Newsstand 
June 18 



WHAT'S IN STORE 
SOFTWARE REVIEWS 



text adventure? As the only surviv- 
ing earthling, you wander through 
the galaxy in search of truth and the 
meaning of life (or whatever passes 
for it amidst the stars). By discover- 
ing how to teleport from a planet to 
a starship, or obtain a “Babel fish" 
from a vending machine (allow at 
least two hours for that), you 11 slow- 
ly grow to be a bona fide hitchhiker, 
worthy of survival in the galaxy. 

This is a funny game. But, like all 
Infocom adventures, it often is frus- 
trating. There are many steps to fol- 
low and so many puzzles to solve 
that you should count on at least 
100 hours of game time to finish it. 
Still, if you're willing to tough it out, 
this is one of the best examples of 
interactive fiction around. (See in- 
terview with Adams in this issue.) 

The Ancient Art off War 

HARDWARE REQUIREMENTS: IBM 
PC/PC/r. Planned for Apple II series, 
Macintosh. 

manufacturer: Broderbund 
PRICE: $44 

CRITIC'S SUGGESTED AGE: 12 + 

Broderbund shook the gaming tree 
with Operation Whirlwind last year, 




a real-time simulation of World War 
II combat. Now it’s come up with an- 
other approach to military simula- 
tion. The Ancient Art of War is a 
challenging strategic/tactical game, 
good for a variety of skills and ages. 
By using built-in scenarios and by 
fighting against historical opponents 
(Napoleon. Genghis Khan, Alexan- 
der. Caesar, etc.) players can gener- 
ate hundreds of different games, and 
alter existing confrontations. Using 
the construction mode, they can 
build maps, armies, and campaigns 
from scratch. 

Perhaps the game's best feature is 
the superb use of animated graphics 
to represent combat. Characters 



Software only you could love 




You think there’s a big market for a program to keep your records EXACTLY the way you’d like them — only 
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bets YOUR league loves? Don’t look for it in a store. 

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We have design systems for record keeping, 
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them , even sell them (CodeWriter programs ARE yours!) 

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Offer expires IZ'tl/KT. In Illinois call: 312/647-1270 ©CodrWriler Corporation, 





An Up-to-Date Guide to the Latest • 
Entertainment Software — From Rescue Raiders 
to Spelunker , and All Points In Between 




tely 
put 
■Jed 
in- 
and 
ac- 
:ific 
j to 




jn- 

idly 

tri 
and 
d to 
nes 
iere 
the 
nen 
d a 
lext 
and 
an 
you 
real 

bot 
has 
aers 
e, a 
hat 
her 
hat 




powers the whole contraption. How a 
robot moves and what it does depends on 
how all these parts are connected. Since 
controlling the good robots is the only way 
to escape Robotropolis, you'll need to 
know how to wire them — which means 
figuring out how to make electricity flow 
through the right circuits. For instance, if 
you want a robot to move up and signal 
when its right side hits a wall, you wire the 
output of its right bumper to the input of 
the upward thruster and also to the input 
of the antenna. You’ll need to use an 
electricity-splitting node to send energy in 
two directions at once. And you do your 
own soldering and other manual labor. 

This level of complexity is double- 
edged: if you don’t much like tackling 
logical and mechanical puzzles, you won’t 
care much for Robot Odyssey I. And if you 
like to start playing a game right away, 
without bothering with the directions, pre- 
pare to be totally mystified. But take the 
time to really get into this program — and 
out of Robotropolis — and you’ll find it will 
more than repay your efforts. 

(Dan Goldberg) 



THE HITCHHIKER'S GUIDE 
TO THE GALAXY 

Designed by Steve Meretzky 
and Douglas Adams 

Infocom, 1984/ Most systems /Disk/$49.95 

Well, you don’t have to make a map. 

Anyone who’s ever run across "The 
Hitchhiker’s Guide” in any of its previous 
incarnations will know pretty much what 
expect from this program: pure lunacy. In 
fact, there are only two problems with The 
Guide: it’s not logical and it doesn’t make 
sense. And if you think that's redundant, 
you obviously haven't played this one yet. 

As a text adventure, The Hitchhiker's 
Guide to the Galaxy starts out almost ex- 
actly like all the other versions: Arthur 
Dent, well-intentioned but ineffectual 
nebbish, rises one sunny morning to find 
that a bevy of bulldozers is preparing to 
raze his home. Obviously, one's first 
thought will be to get out of said home 
quickly — but this is not as easy as it 
sounds. In fact, one of the things this pro- 
gram accomplishes brilliantly is actually 
turning the player into Arthur Dent. You 
may start out your own intelligent, adroit 
self, but before long you'll be bumbling 
along in a haphazard, Arthur Dentish fash- 
ion. 

The broad outline of the story will also 




be familiar. Arthur Dent is fortuitously res- 
cued from a doomed Earth by his pal Ford 
Prefect, a native of another galaxy 
altogether, by way of a Sub-Etha Signalling 
Device, or ’Thumb’. Eventually they end 
up on the Heart of Gold, an impossible ship 
powered by the Improbability Drive, which 
has been hijacked by Zaphod Beeblebrox, 
the two-headed (but otherwise human) 
President of the Galaxy. So far, simple, 
right? Just like the book? Just about here 
the similarity ends. 

There will be the odd familiar character 
throughout the game, like Marvin, the 
chronically depressed robot, and Eddie, the 
over-protective computer. However, there 
will also be insane situations for which no 
amount of reading, listening or viewing 
will have prepared the player. Just how 
would you go about convincing a 
supercilious door that you’re intelligent — 
just to get it to open? And does it matter? 
What about a nice cup of tea? You don't 
seem to have been yourself lately. 

Be prepared for one thing: unlike the 
other Infocom games, this one lies to you 
— just as a joke between friends, of 
course. And like many friendly jokes, it 
wears thin with repetition. There is at least 
one instance where the gamer has to use 
the "look" command more than once be- 
for the program will admit there's any- 
thing to see. Always consult the Guide 
about everything possible — check the 
footnotes, too. They're rarely helpful, but 
most of them are funny. And be prepared 



to spend a lot of time in the dark — physi- 
cally as well as metaphorically. In fact, so 
much time is spent in the dark that one 
begins to feel like the infamous bowl of 
petunias: "Oh, no, not again." 

The only drawback to Hitchhikers — 
and admittedly this is picky — is at the 
beginning. If you're familiar with the 
book, it may seem that there is too much 
obligatory wait time. There may seem to 
be a few too many repetitious situations in 
the game, too, but this is actually con- 
sistent with the off-the-wall logic involved. 

Trying to unravel the puzzles and para- 
doxes in this program may reduce the 
gamer’s brain to the level of the Bugblatter 
Beast (consult Guide for details), but The 
Hitchhiker's Guide is well worth the effort 
required to successfully complete the 
adventure. It can also be absolutely 
maddening. When this happens, go 
ahead, panic; after all, worse things hap- 
pen at sea. 

(Louise Kohl) 



SHADOWKEEP 

Designed by Ultrasoft 
Telarium, 1984/ Apple ll/Disk/$39 95 
Shadowkeep is part of Telarium’s 
(formerly Trillium) new Famous Science 
Fiction Authors Collection. The game is 
based on a novel of the same name written 
by Alan Dean Foster. 

This is a large game on four disk sides, 
comprising seven dungeon (well, actually 



Electronic Games 45 



The Hitchhiker's Guide to the Galaxy 

by Douglas Adams and Steve Meretzky (Infocom, on disk for 
most home computers, around $35 to $40) 

Those of you who have read and enjoyed Douglas Adams’s 
novel The Hitchhiker's Guide to the Galaxy will find it no help 
whatsoever when it comes to solving the computer adventure 
game based on the book. This, of course, is as it should be, 
but is small comfort; for the game does not succeed as com- 
pletely as one might have hoped. 

You are Arthur Dent, the hapless hero. Your house is about 
to be destroyed to make room for the British equivalent of an 
interstate highway. As if this weren’t enough, you’re told by 
your close friend Ford Prefect that he’s from outer space and 
that the earth is about to be destroyed to make room for an 
intergalactic highway. Miraculously, you and Ford are spared 
to wander the universe and solve puzzles. 

The game manages to capture the book’s off-the-wall hu- 
mor. While this is sometimes fun, it is also the game’s biggest 
flaw. There are too many places where you are just a reader 
rather than a player. Long passages go by that require abso- 
lutely no creative input; although you are prompted to type in 
something at these points, what you type is usually immateri- 
al, since you’re just marking time anyway. You must wait for 
the destruction of your house and then of the earth; you must 



wait in the dark between trips in space; and there’s no way to 
speed things up. 

In other games from Infocom’s fine line of all-text adven- 
tures, you have almost complete control over where you go. 
You make a map, explore the territory, and can retrace your 
steps if you do something in the wrong order. Here, though, 
you are tossed randomly from one scenario to another. Each 
presents one or two problems to solve, and then you’re trans- 
ported back to your spaceship— -where, unlike the settings in 
most Infocom games, there’s very little exploring to do. 

Mr. Adams is a very humorous writer, and he has tried to 
cram every joke he can into the game. Too often the result is 
that gameplay is sacrificed for a cheap laugh. At one point, 
for example, you’re told that there is an exit to port. After try- 
ing to exit port a number of times, out of frustration you try to 
exit aft — and you succeed. The computer then tells you there 
is no exit to port; it was just a joke. Ha ha. 

The game does have its good points, however. From time 
to time you are called on to do some creative thinking, which 
is refreshing and welcome when it happens. The puzzles re- 
quire cleverness and more than a little skill in the art of lateral 
thinking. The Bugblatter Beast situation, for example, is 
solved with a perfect blend of humor and total disregard for 
the laws that govern the universe. At such high points in the 
game, you know that beneath the flaws there beats an Info- 
com heart. You just find yourself wishing it beat just a little 
stronger. — Randi Hacker 



Globbo (Steve Jackson Games, around $ 5 ) 

This science fiction board game could win awards for the fun- 
niest rulebook and the most outlandish premise. On the plan- 
et Ticketa-Koo, children are fiendish little “biters” that tend to 
explode and regroup, multiplying in the process. Parents 
therefore try to reduce their numbers by tossing them into a 
playroom with “Globbo," an amoeba-like Playroom Assassi- 
nation Device that battles several children at a time until one 
side or the other is eliminated. 

One player controls Globbo, whose body consists of one 
head and a number of “blue zaps” and “red slaps,” all of 
which can move pretty freely provided the right types of parts 
end up next to each other. It can gradually regenerate lost 
parts, and even grow a new head and split into more than 
one creature. The other player controls the children, who be- 
gin as biters, but explode, when attacked, to form “bits” and 
“ yeasts.” As the various Globbo parts and children types move 
around the strange “wraparound” board (pieces may move 
off one side and reenter on the opposite side), they may at- 
tack one another from various ranges and at differing 
strengths. The combat system is very simple: For each attack 



a die is thrown, and the attacked unit (which will be either one 
of the children or a single section of Globbo) is eliminated if 
the number shown on the die is less than or equal to the total 
strength of the attacking units. 

Optional rules allow each side to add all sorts of strange 
special powers to complicate the play. Biters, for example, 
may produce a sticky “gunk” to immobilize a section of 
Globbo, while Globbo may use a laser beam to “scorch” 

some biters before r— 7 ^ 

they can explode. \ ai m / 

For all its absurdity, 

Globbo is a very well 
designed, highly en- 
joyable game, requir- 
ing interesting and 
unusual strategies. 

Though inexpensively 
produced (the board is 
paper and the pieces 
have to be cut apart by 
hand), this is a quality 
game that is well worth 
its bargain price. 

— R. W. S. 




The Oxford Companion to Chess 

by David Hooper and Kenneth Whyld (Oxford University 
Press, 1984, 407 pages hardcover, $29.95) 

Packed with an extraordinary amount of information for a vol- 
ume its size, this is a reference book that can be picked up, 
opened to an article chosen at random, and read for sheer 
entertainment. Nearly 2,000 alphabetically arranged entries 
cover all aspects of the game of chess, from its history and its 
players to the world of chess problems. Many offbeat sub- 
jects are included, such as human-controlled chess-playing 
automatons,” the history of coffee-house chess, and repre- 
sentations of chess in paintings, films, and postage stamps. 



Biographies of hundreds of top players, past and present, 
include a sample game from each one’s chess career. Well 
over 100 problems and other studies are also here, each se- 
lected to illustrate either the work of an important composer 
or a particular theme. There are rules for a number of histori- 
cal, regional, and other chess variants. The section on 
shogi — the most important variant — is far too brief, but the 
openings and strategy of shatranj (medieval chess) are cov- 
ered thoroughly. And of especially good reference value is an 
appendix that charts over 700 named openings, making it 
easy for players to find out the name of an opening variation if 
they know its moves, or its moves if they know its name. 

As its title suggests, this book should indeed be a welcome 
companion to anyone with an interest in chess, and it can be 
enjoyed by master and novice alike. — R. W. S. 



GAMES APRIL 1985 49 



STAN FELIERMAN 





Photography: Torsheya Studio 




Game Ratings 




Boffo 
Cut above 
Mundane 
^ Futile 



\/\/ ith this column. 
V V the Warden 
comes out from behind 
his mosquito netting. 
Disguised as a mild- 
mannered civil servant, 
Brian J. Murphy has 
managed the Game Re- 
serve for the past ten epi- 
sodes. Brian is a regular 
contributor to all major 
computer magazines, a 
nationally syndicated 
columnist, and author of 
the gaming book Sorcer- 
ers & Soldiers. 

Each month Brian will 
review, in his own inimit- 
able style, six to eight of 
the most recent Apple 
games to hit the market. 
Look here for inCider’s 
scoop on the latest in 
computer fun. 



The Hitchhiker’s Guide 
to the Galaxy 




Infocom 

55 Wheeler Street 
Cambridge, MA02138 
$39.95 

Any Apple II, 48K 

I s Hitchhiker’s Guide 
to the Galaxy the best 
game ever produced by In- 
focom? While not as chal- 
lenging or difficult as some 
of their offerings, it is their 
most entertaining, funny. 



and devious. And that is 
no small achievement . 

Hitchhiker’s Guide to 
the Galaxy is based on a 
four-book ‘‘trilogy’’ by for- 
mer Monty Python gag- 
writer Douglas Adams. Be- 
sides being the funniest 
Englishman to put pen to 
paper since P.G. Wode- 
house, he is an astute stu- 
dent of science fiction. His 
books, aside from being 
excessively hilarious (and 
astoundingly remunera- 
tive) are satires of the 
whole science-fiction 
genre. 

Adams, with Steve Mer- 
etzky of Infocom, set out to 
write an adventure game 



based on the books. They 
wound up writing an ad- 
venture game that is itself 
a satire on adventure 
games. It’s also a satire on 
Adams’ books, people that 
play games, the universe, 
and anything else you can 
think of. 

I have to warn you that 
Hitchhiker is not like other 
Infocom adventures. Sure, 
it’s an all-text game. Sure, 
the command syntax is so- 
phisticated. The cache of 
what one gaming friend of 
mine likes to call “neat 
stuff’ that comes with the 
game is even better than 
usual. And yes, it’s tricky, 
difficult, challenging, en- 




tertaining, and madden- 
ingly hard to solve. But 
there’s a twist. 

You can’t take Hitch- 
hiker at face value. There 
is something odd about it. 
You can't always believe 
what it tells you. To be 
blunt, this game tells lies. 

What do I mean by that? 
When another Infocom 
game, like one of the 
Zorks, tells you that there 
are exits to the north and 
west, and that there is a 
large, angry -looking ani- 
mal in the room with you, 
you believe it, right? In 
Hitchhiker’s Guide, there 
may in fact be only one 
exit and no animal at all, 
no matter what the screen 
says. And there is always 
the possibility of no warn- 
ing when you’re in terrible 
danger. 

The result of this duplic- 
ity is unbridled hilarity. 
Few computer games can 
make me laugh out loud, 
but this one does. Take 
my advice and become 
Arthur Dent, an inade- 
quately-dressed Earth- 
man, and follow Ford 
Prefect (from Betelgeuse, a 
giant red star in the con- 
stellation Orion) into one 
improbable fix after an- 
other. 

Together, Arthur and 
Ford escape the destruc- 
tion of the Earth by Vo- 
gons, ride in the first 




by Brian J. Murphy 



May 1985 inCider 113 




FAMILY COMPUTING 
NEW YORK, N.Y. 

M. 200,000 



JUN 1985 



Ae ^Hitchhiker's Guide to the 

hardware requirements: Reviewed 
°" h \P* " S , eries A* 50 for Macin- 
T° 99/M an ' 64 ’ ' BM PC/PC A- 

manufacturer: Infocom 
price: $39 (Apple, IBM, TI); $34 
(Atari, C 64) 

CRITIC’S SUGGESTED AGE: 14 + 

Firet came Douglas Adams' brilliant 
satirical sc le nce . fi c t ion radjo ' 

Gal^xu Th HUCMlker ' S Gulde ‘° ‘he 
Th came a best-selling 

s“^tITh re b ,°° kS ' a TV series ' a 9d a 

soon-to-be-released movie. Now 

the r n^ a CO , mpUter game based on 
ine original story. 

C,^ h0 „ else but Infocom designer 
Steve Meretzky (author of the comic 

create Ce thit V d n rfi Ure , Planet J al “ could 
- ate this difficult but rewarding 



SOFTWARE REVIE1 

text adventure? As the only surviv- 
ing earthling, you wander through 
the galaxy in search of truth and the 
meaning of life (or whatever passes 
for it amidst the stars). By discover- 
ing how to teleport from a planet to 
a starship, or obtain a “Babel fish” 
from a vending machine (allow at 
least two hours for that), you 11 slow- 
ly grow to be a bona fide hitchhiker, 
worthy of survival in the galaxy. 

This is a funny game. But, like all 
Infocom adventures, it often is frus- | 
trating. There are many steps to fol- 
low and so many puzzles to solve 
that you should count on at least 
100 hours of game time to finish it. 
Still, if you’re willing to tough it out. 
this is one of the best examples of 
interactive fiction around. (See in- 
terview with Adams in this issue.) 








IUJUM 



R1UJUM 












BOOTED 

UP 

, ANY .. 

DRAGONWDRLD 



AZO N 



4 .„ jV 1 ., ^ ' ,- 

TRILLIUM 



ntil recently, interactive fiction 
seemed to be getting rather 
stagnant. After all, every com- 
pany has already gone through 
the tried-and-true adventure 
game themes of medieval bat- 
tles between wizards and dragons, hard- 
boiled detective stories, treasure seeking a 
la Indiana Jones in perilous old temples and 
ruins, and science-fictiony searches 
through futuristic, but deserted, planets, 
asteroids and spaceships many times over; 
things seemed to be getting rather repeti- 
tive. Once in a while a really original game 
would appear, but that was a rare occur- 
ence. There’s no question that what we 
needed was an influx of new ideas. 

Finding new ideas was harder than it 
sounds — even Infocom's Planetfall and 
Enchanter were — as far as their plots were 
concerned — basically rehashings of old, 
used concepts. It quickly became evident 
that companies would have to start look- 
ing outside the market for a souce of 
originality. And so, in a fit of inspiration, or 
perhaps desperation, several companies 
simultaneously cast their eyes upon their 
bookshelves. 

The decision to make adventure games 
out of books should not come as a surprise 
— players of Dungeons & Dragons-type 
role-playing games have been doing it for 
years. Books are wonderful as sources of 
imaginative escapist entertainment, but 



BOOKS 

LATELY? 



By CHARLES ARDAI 



Software 
Companies Take 
A Novel 
Approach to 
New Kinds of 
Entertainment 



too often readers fall into the “I would 
have done it differently" syndrome. By 
their very nature, books make readers 
observers of, rather than participants in, 
any action that they depict. Only by con- 
verting a book to a more interactive for- 
mat, like a role-playing game or a 
‘ 'Choose- You r-Own- Ad ventu re ' ' type 
book, can a reader truly take part in the 
events detailed within its covers. 

However, both formats have problems. 
Role-playing games almost always require 
two or more players. "Choose-Your-Own- 
Adventure” books are very limited, lacking 
both the element of human interaction and 
the overall complexity found in a full role- 
playing game. What's more, such "in- 
teractive books” are much too open to 
unintentional cheating. 

Computeradventure games may not yet 
be able to duplicate human interaction, but 
the best of today’s technology comes 
pretty close. Certainly, computers can easi- 
ly mimic the complexity of a role-playing 
game, and they never allow a player to 
see the solution to a puzzle before he has 
found it for himself. The connection was 
made: What better way to boost the 
adventure game industry than to take 
ideas from the boundless imagination of 
books? 

Obviously this train of thought, or one 
very similar, has been passing through the 
minds of a number of game designers and 



Electronic Games 27 







BOOTED-UP 

BOOKS 



industry executives, since over the past 
few months various types of book-based 
adventure games have been turning up on 
the market at a tremendous rate. Epyx was 
one of the first to enter the field with 
Dragonriders of Pern, a strategy adventure 
based on the bestselling sci-fi series by 
Anne McCaffrey, and Robots of Dawn, a 
futuristic whodunnit mystery game con- 
verted from the novel of the same title by 
Isaac Asimov. Forthcoming is a second 
Pern game called Moreta: Dragonlady of 
Pern, also being released by Epyx. Infocom 
recently released a Hitchhiker's Guide to 
the Galaxy adventure, based on the 
hilarious cult classic by Douglas Adams. 
Quicksilva's The Snowman has its roots in 
a novel by Raymond Briggs. And, of 
course, the entire Wyndham Classics and 
Telarium (nee Trillium) lines of adventure 
games are based on famous books or were 
written by well-known authors. 

The Telarium games are unique in that 
they depend more heavily on input from 
the authors on whose books they are 
based than do the games made by most 
other companies. Seth Godin, Telarium's 
founder, explained the company's unusual 
practice of giving the writers an opportu- 
nity to play a major role in the creation of 




each new game. "These games are very 
much like movies and books because they 
are both visual and literary," he said. "We 
wanted to go to the people who could 
write that the best. And that's not pro- 
grammers — it’s authors." 

Infocom followed a similar policy when 
Adams approached them with the idea of a 
Hitchhiker's game. They gave him a free 
hand in writing the general story and the 
various encounters, and had ex-science 
fiction author and designer of Ptanetfall 




Anne McCaffrey, whose sci-fi books are the basis of two games from Epyx 




Author Douglas Adams and designer Steve 



Steven Meretsky write it into an adventure 
game format. The results of this unique col- 
laboration can be seen throughout the 
game, which is filled with Adams' very dis- 
tinct sense of humor. Not only does 
Hitchhiker's play well, but it reads well, 
too. As an experimental way to design an 
adventure game, Hitchhiker's Guide to the 
Galaxy is a success. 

A different point of view is held over at 
Epyx, where talented game designers and 
programmers were the ones to create both 
Pern games and Robots of Dawn with little 
input by the authors whatsoever. Accord- 
ing to Robert Votch, a representative of 
Epyx, Anne McCaffrey did meet with the 
programmers to discuss and offer sugges- 
tion for both Pern games, the second more 
so than the first. In addition, she approved 
the final versions of both games. Still, most 
of the actual design work and program- 
ming was done without McCaffrey's pres- 
ence. 

However, compared with the amount of 
input that Isaac Asimov had in the Robots 
of Dawn game, Ms. McCaffrey’s might as 
well have written both Pern games single- 
handedly. Mr. Votch reported that 
although the licensing agreement was 
made through his publisher, Dr. Asimov 
did participate in the design of the game 
through a set of guidelines that he sent in 
to Epyx. Dr. Asimov contends that he hard- 
ly even knew of the game's existence until 
a copy of the finished product found its 
way to his home — a copy he couldn't 
even try out since his computer, which he 
uses for word processing, is a TRS-80. 

Would Asimov be interested in actually 
writing a game some time in the future? 
"Not really," he says. "If it were earlier in 
my writing career, maybe. But as it is, I'm 
too busy with my writing to start any other 
projects." (At a rate of about one book 



28 Electronic Games 






Meretzky of the infamous Hitchhiker's Guide. 





Byron Preiss with Telarium's Dragonworld. 



every three weeks, Dr. Asimov is one of the 
nation's most prolific authors.) And his 
opinion of computer games in general? 
"We are faced with a new technology, and 
as always, we must accept the products of 
that technology." 

New technology did indeed play a major 
role in the creation of these new book- 
games. Only a few years ago, an adven- 
ture was considered complex if it con- 
tained more than a dozen rooms. Now, 
recent leaps in technology have made 
possible complex adventures with over a 
hundred rooms, like Telarium's Rendez- 
vous with Rama, a suspenseful game 
which takes place in a gigantic space com- 
plex. Telarium's other games are relatively 
massive, too; Ray Bradbury's Fahrenheit 
451, a sequel to the acclaimed, world fa- 
mous novel, is set in a futuristic New York 
City with a total of seventy key locations to 
wander through, and the more traditional 
Dragonworld whose medieval city of Kan- 
desh includes sixty accessible areas. 

Similar technical advances have made 
animated graphic sequences and back- 
ground music not only a reality, but a stan- 
dard feature of many adventure games. 
The Telarium and Wyndham games, for 
instance, all boast outstanding graphics 
and wonderfully atmospheric music. 

Byron Preiss, head of Byron Preiss Video 
Productions, worked on the production of 
a number of Telarium games including 
Robert Heinlein's Starman Jones, Brad- 
bury's Fahrenheit 451, Rendezvous with 
Rama, for which author Arthur C. Clarke 
wrote a brand-new surprise ending, and 
Dragonworld which he co-authored as a 
novel with Michael Reaves. In discussing 
the games, he explained why it is so much 
more difficult for an author to write an 
adventure game than it is to write a novel. 

"[When writing an adventure] you have 



to anticipate a heck of a lot more, to un- 
derstand the consequences of the charact- 
ers' actions in more than one way. When 
you doa book, you can just say, ‘Okay, this 
is how it is going to happen, and that's it'. 
When you do a game, you have to realize 
that someone can do many different things 
in any given situation. You have to pre- 
guess the players so that the events you 
put in seem logical." 

On the flip side of these problems, cele- 
brated writer Alan Dean Foster, author of 



countless movie novelizations and the 
popular Spellsinger series (the fourth 
volume of which, Perturbations of the Per- 
ambulator, is being released soon), was 
faced with some rather unusual difficulties 
in writing a novelization of the Telarium 
game Shadowkeep. The game is a hybrid 
of Wizardry-style action and a typical 
adventure game scenario, which involves 
saving a mythical world from destruction 
at the hands of a menagerie of evil, 
Continued on page 74 




Arthur C. Clarke, Byron Preiss and D. Harris. 



Electronic Games 29 





LET 'EM KNOW 
YOU PLAY 
TO WIN! 

Do you crave action and adventure, love 
fantasy, and gobble up thrills? Let 
everyone know exactly what your favorite 
hobby is. Show 'em all that you're plugged 
in to fun by wearing the ELECTRONIC 
GAMES T-shirt! Cool and comfortable, the 
T-shirts are soft grey with bright red 
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electronic 

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The Top for 
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Mail to: Players T-Shirt 

ELECTRONIC GAMES 
460 West 34th. Street 
New York, New York 10001 



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YES. please send me ELECTRONIC GAMES T-shirts at 

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GAMES). 



For orders mailed outside the US, add $2 50 tor additional 
postage A handling blew York State residents, add approp 
nate sales tax Please allow 6 8 weeks tor delivery. 



fare can get. 

'That’s for sure," says Kranon, a veteran ’ 
of many a campaign. "I wouldn’t want to 
be in the shoes of those namby-pamby 
Federation types when they see me and 
my fellow Romulans barreling down their 
throats." 

The Games network also tends toward 
the fantasy/role-playing epics. But before 
you get to play, you have to access the 
terminal program with special software, 
then log-on using icons instead of punch- 
ing in text. At this point, the screen displays 
the closed doors of a Customs office. Once 
you're admitted, you assume control of a 
joystick-driven robot surrogate that jour- 
neys through a city, stopping at the Post 
Office (to send or collect mail), and the 
Social building, where the game 
Spacelanes is stored. 



sidering we bit off his ear during the last 
session, this was quite an accomplishment. 

There is a bottom line to all of this col- 
lective vicarious pleasure that goes beyond 
flaying electronic blood and guts across 
your monitors, coast-to-coast. There’s got 
to be more to telegaming. . . Consider this 
scenario: 200 people playing a high-gloss 
version of some Dungeons and Dragons 
show, where your persona has a given life 
span of 3,000 hours. With some kind of 
artificial intelligence program at work, you 
are reincarnated to another character; 
pod-like you invade another player's body. 

Robert DeMarrais, ex-MIT hacker, 
zealous mathematician, and religious gam- 
er, has written about telegaming: "The 
real key isn’t simulation, but the capacity to 
miniaturize. Video arcade, sports arena, 
bridge, and chess and strategic games 



Consider this scenario: 200 
people playing a high-gloss 
version of some Dungeons & 
Dragons show. . . 



Set in a futuristic "Gray sector" where 
lawlessness is the way of the world, 
Spacelanes is monitored by an on-line ref- 
eree named Pilot, who makes suggestions 
and arbitrates events. Pilot also is empow- 
ered to post the times and dates of 
Spacelanes sessions, giving you ample 
time to plan and discuss possible scenarios 
with fellow participants. Using the whisper 
mode — it allows you to speak to a 
selected person without anyone else 
knowing — we went ahead and made a 
secret pact with Allswell. We had been 
displaying open hostility towards each 
other the last few sessions, but apparently 
Allswell was ready to agree to a truce. Con- 



club; community theater, free school, and 
information conduit, all packaged into one 
enormous trip, magically compacted on a 
microchip." 

As far as miniature war goes, we all may 
find Defense Department WOPR main- 
frames as easy to penetrate as it’s been for 
those teen hackers, who would love to 
play Chernenko and nuke Seattle and Las 
Vegas. As long as the phrase "acceptable 
losses" permeates nuclear war vocabulary, 
it will remain the ultimate game for adults. 
Remember in War Games what Professor 
Falken said about tic-tac-toe? It’s the 
grand metaphor, because it always ends in 
a tie. You just can’t win. 0 



BOOTED UP 
ANY GOOD 
BOOKS LATEY? 

Continued from page 29 

demon-controlled monsters. The problems 
that arose came partly from the fact that, 
because players are allowed to create their 
own characters to use in the game, the 
game script that Foster was presented with 
was sorely lacking in characterization and 
plot development. In addition, he was 
faced with the dilemma of having to write 
the book without revealing too many of 
the game’s secrets. 

"This is the hardest book I’ve ever had to 
write," said Foster. "I had to describe the 
game in relation to my characters and the 



story, without really describing the game. I 
had to make it work as a novel without 
giving everything in the game away. On 
the other hand, I couldn't change things, 
because I didn't want to do anything in the 
book that would directly contradict the 
game.” 

Shadowkeep is not the only Telarium 
game that was not actually preceded by a 
book; Amazon, written entirely by author 
and filmmaker Michael Crichton, has no 
literary ties other than those of its author, 
whose credits include the screenplay to 
Coma and the novel The Terminal Man. 
Amazon, with its highly animated, movie- 
style, fast-paced game sequences, is easily 
Telarium's most innovative game. Actual- 
ly, all of the Telarium games are innovative 
as each one experiments with its own 
unique graphic and prose styles. 

The Wyndham Classics line of games is 



74 Electronic Games 



similar in general style and presentation to 
the Telarium line, both being subsidiaries 
of Spinnaker Software. The major differ- 
ence between the two is that Wynd- 
ham games are intended for young chil- 
dren, and so stray less from the texts that 
inspired them and are easier to solve. The 
Wyndham library includes The Wizard of 
Oz, Under the Root, Treasure Island and 
Robin Hood. In a similar vein, Quicksilva's 
The Snowman is also targeted at a young 
audience. 

All in all, book-based adventure games 
are still in an experimental phase. New 
concepts are always arising, and changes 
are constantly being made. The continual 
evolution of the field can already be seen in 
the increased involvement that authors are 
having in all stages of game design — Ray 
Bradbury even wrote the packaging blurb 
for the Fahrenheit 451 game. 

What's ahead for this new breed of 
adventure game? For Telarium, the answer 
is simple: more author input, more anima- 
tion and music, more characterization and 
character interaction, but fewer typical 
adventure game situations and fewer logic 
puzzles. “The games that are being de- 
signed now," says Seth Godin, “don't 
have any logic puzzles in them at all. In the 
next generation of games, staying in char- 
acter is more important than anything else 
. . . we're constantly reinforcing in the 
games the character that you have to play, 
and by doing that, we make the player 
identify with that character more strongly. 
The ending [to Fahrenheit 451] is such a 
climax that people have called us saying 
that they were in tears at the end — and 
the reason that they were is that we forced 
them to believe in the character that they 
were playing." 

For Infocom, the Hitchhiker's game 
might have been a one-shot deal — even 
though the game does end with the defi- 
nite promise of a sequel. (If you've got the 
game and don't want to wait until the end 
to find out about this, try typing, “CON- 
SULT GUIDE ABOUT MAGRATHEA.") 
The only impediment to the creation of a 
sequel involves the game's authors; 
Adams, having just finished the fourth 
Hitchhiker's book, a Hitchhiker's movie 
screenplay and this game, may want to 
take a break for a while. Meretsky might 
want to try his hand at a different type of 
adventure, but even if he does want to stay 
with science-fiction comedy, he already 
has a commitment to making a sequel to 
Planetfall, an adventure which many gam- 
ers feel is Infocom's best. 

On the other hand, even if no second 
Hitchhiker's game is forthcoming, there's 
no reason for Infocom to give up the entire 
field of novel-based games; there must be 
plenty of authors who would jump at the 
chance to write an adventure with them. 
Though Infocom has announced no such 
plans for the immediate future, making 
more book-games is something that they 
should consider. After all, their first at- 



Michael Crichton, author and designer 




All of the 
Telarium games 
are innovative 
as each one 
experiments with 
its own unique 
prose and 
graphics style. 



tempt was a success, and there is no reason 
to doubt that future attempts would turn 
out as well. 

Another entrant into the field is Synapse 
Software, a company long known for its 
arcade adaptations and popular games like 
Blue Max, whose new line of games con- 
sists of what it calls “electronic novels". 
Twelve of these unusual text adventures 
are under development, the first bunch of 
which are titled Mindwheel, Essex, Brim- 
stone and Ronin. These games, while not 
actually based on books, are written by 
authors; in fact, each game comes with an 
incomplete hardcover novel which in- 
troduces the player to the story and the 
characters of the game. Also unusual is 
that these games are focused around char- 
acter interaction and conversation rather 
than intuitive reasoning and logic. 



The scenarios of the games are also 
unique. No more dull, mundane dragon 
slaying — the Synapse games are really 
original. Mindwheel, for instance, sends 
the player into the minds of a rock star, a 
general, a poet and a scientist in search of 
the information necessary to receive the 
Mindwheel and save the world. Essex has 
the player caught up in interstellar intrigue, 
forced into service as a messenger who has 
to give a secret document to the captain of 
a giant space world, a task complicated by 
the fact that the “world" has a population 
of 65,000 and no one seems to know 
where the captain is. Brimstone is another 
tale of intrigue, though this time the game 
takes place in various countries on Earth, a 
true international feel created by having 
foreign characters speak foreign lan- 
guages. Ronin places the player in the 
midst of Japanese feudal society. At press 
time, no information was available about 
their fifth game, whose working title is 
Breakers. 

Each Synapse game was written over a 
period of a year by a design team of the 
author and two programmers. Mindwheel 
and Essex were written by Robert Pinsky 
and Bill Darrah, respectively. 

As for other companies, other authors 
and other games, only time will tell. The 
Wyndham production calendar includes 
computerized versions of Jonathan 
Swift's Gulliver's Travels, Jules Verne's 
20,000 Leagues Under the Sea, and Ken- 
neth Grahame's Wind in the Willows. 
Harry Harrison, who used to be a com- 
mercial artist before becoming famous for 
science-fiction novels like Make Room! 
Make Room!, just' finished writing and 
illustrating a game for Telarium called 
Starsmashers and the Galaxy Rangers. Also 
scheduled from Telarium is a game based 
on Roger Zelazny’s Nine Princes in Amber. 

However, as far as their long-range 
plans are concerned, few companies are 
eager to divulge any secrets. For the most 
part, the industry’s sentiment is echoed in 
Seith Godin's cryptic comment that, 
“we've got a few things up our sleeves." 

Speculation as to the nature of those 
"few things" leads one to wonder just 
what the future holds for book-based 
adventure games. Perhaps, as Alan Dean 
Foster advocates, the games will be pack- 
aged together with, or at least sold along 
with, the books that inspired them. Hope- 
fully, the games will branch off into other 
genres besides science-fiction and fantasy; 
a mystery adventure by Mickey Spillane or 
Michael Innes, for instance, would surely 
have an audience, and playing an adven- 
ture dreamt up by Piers Anthony or 
Stephen King would certainly be a unique 
experience. 

The future will probably see de- 
scendants of these games being used for 
educational purposes, maybe even to help 
children learn to read. Already the games 
that are available today are exposing com- 
puter users to books that they might never 



76 Electronic Games 



even have looked at under other circum- 
stances. In fact, some universities are already 
using Infocom adventures in remedial 
reading courses. All adventure games en- 
courage reading, and gamers who would 
otherwise hardly give a book like Fahrenheit 
451 a second glance may be tempted to 
read it after playing the adventure. 

Book-based interactive fiction is a whole 
new field of computer software that has 
taken the adventure gaming industry by 
storm. These games are entertaining, 



Book-based 
interactive fiction 
is a whole 
new field that 
has taken 
the adventure 
gaming industry 
by storm. 




6a!-a'’t ne 3:571 S-3 9S 



Over 3 months on 

the New York Times Bestseller List 



ROBOTS 

DRUID 



sophisticated and intellectually stimulat- 
ing, while at the same time being exciting 
and fun to play And though one can never 
predict anything with certainty in the con- 
stantly changing computer industry, it 
seems that these games have a bright fu- 
ture ahead of them. If nothing else, these 
games have given new meaning to the 
phrase "computer literacy." 0 




HUSH 80 PRINTER 

Ergo Systems, $ 139.99 

There comes a time when you 
not only want to save your death- 
less prose and programming, you 
also want hard copy so you can 
show it off. Then you start think- 
ing about printers. One you 
should consider is the HUSH 80. 

The HUSH 80 is a full 80- 
column, dot-matrix printer with 
up to 1 92 characters and symbols. 
It gets its name from being one of 
the quietest printers on the mar- 
ket, at less than 56 dbh. It weighs 
less than two pounds, has a 



rechargeable battery option, and 
fits edge-on in your briefcase, 
making it fully portable. 

The HUSH 80 uses full 8 V 2 " 
thermal paper and has a con- 
densed print mode of 160 charac- 
ters per line, for times when you 
suddenly notice the paper is run- 
ning out. It's available with Cent- 
ronics Parallel, RS232 or Com- 
modore interfaces, making it com- 
patible with most popular com- 
puters. 

Ergo Systems 

26254 Eden Landing Road 
Hayward, CA 94545-3718 




PERSONAL GRAPHICS SYSTEM 

Inovion. $4495.00 



The price of Inovion's Personal 
Graphics System can be a bit off- 
putting, but the company claims it 
has the performance capabilities 
of the larger systems costing 
$20,000. In that context, it looks 
like a real bargain. 

The system has a multitude of 
options and functions including 
Frame Grab, to freeze TV or video 
signals, 32 different brushes and 
16 patterns; 3-D texture capabili- 



ties; built-in software; and 
250,000 colors which can be dis- 
played simultaneously. The full 
palette of colors is 2.1 million. Per- 
sonal Graphics System has 780K 
graphics memory with a 51 2 x 480 
pixel display. It is a self-contained 
system that comes with a 6502 
microprocessor and a 19” color 
monitor. Interface software for 
the IBM PC, Apple lie and Macin- 
tosh is now available 



Electronic Games 77 




ADVENTURE GAMES TAKE YOU ON A VACATION 
TO A PLACE AS VIVID AS YOUR IMAGINATION 



e 

t 





ou won't need a passport to vacation in 
laraway lands this summer — the boulcvaids ot 
Paris and the pyramids of Egypt are onlv as l.u 
away as the nearest adventure ^11111 ..lust 
don't expect a tom guide to show you around, 
1 01 1/011/ decisions determine what happens on 
this kind of trip. If you type <-o NOUl li in an .ill 
text adventure like Zork, the program will dis 
pla\ a paragraph of piose describing tin new 
lo< at ion you've just 1 cached: (AiAinoi 1 in 



' 1 \nn\ ID I.M in\ i Mil I h 



BY SHAY ADDAMS 

I UK l.IMKSTONK. till K( >()M (.LOWS Will I DIM IK, III 
I’KOVIDKP l»V I’tlOSl'ilOKlSl I.N I MOSS. AM' WilKD 
SHADOWS MOV! AM. AI<oi\D VOI ! A NAI.K'OW I'MII 
WINDS AMONd lilt SI Al ADWi I KS Hut type ill t ,o 
SOI 1 II and you may wind up at the local < lull 
Med (iraphic adventures show a game's « 1 1 1 1 . 1 
cut locations, people, and objects with high 
resolution pit tun s and hi icily sum up the sit 
nation in a lew lines ot text below 

In addition to sightseeing, you have a spi 



\ 



> 1 ■ 




ADVENTURE-GAME 

GLOSSARY 



Command: The Instructions you 
type In to tell the program what you 
want to do next. In some adventures, 
commands are limited to a simple 
noun-verb combination, though the 
best games accept complete sen- 
tences. 

Risk accost: A program often 
must access the disk to obtain the 
next illustration or text, or to decide 
how to respond to a command. 

First>porson animation: With 
this technique, the entire picture 
changes to give the impression that 
you are moving closer to it. It’s al- 
most a 3-D effect. 

Hard copy: Some adventures offer 
the option of simultaneously sending 
text to the printer, so you can study 
it for clues later on. 

Parser: Invisible to the player, 
this part of an adventure “reads'' 
your command by comparing it with 



the words in the program's vocabu- 
lary. Well-programmed parsers enable 
you to concentrate on the game rath- 
er than on trying to communicate 
with the program. 

Restore game: The act of loading 
a saved game to continue plaving it. 

Rave game: An option that al- 
lows you to save a game in progress 
and return to finish it later. The nec- 
essary information automatically is 
stored on disk. 

Spot animation: A technique in 
which a small portion of a graphic 
adventure’s illustration changes 
quickly to simulate motion. 

Vocabulary: The words that a 
particular adventure program will 
understand. Games with large vocab- 
ularies have various parts of speech, 
such as adjectives and adverbs, that 
expand the variety of possible ac- 
tions. 



cific goal to accomplish on your travels. It may 
involve solving a sinister crime or retrieving 
fabulous treasures from a forbidding cavern — 
but don’t expect to stroll around casually 
scooping up gold and jewels. Access to many 
locations and hiding places is barred unless 
you possess special objects or passwords. The 
path may be blocked by a turbulent river, but 
after gathering logs and a vine from the jungle 
you could type tie logs with vine or make boat 
and get across. This kind of logical problem- 
solving — in which you must rely on your brain 
rather than your reflexes and eye/hand coordi- 
nation — is the essence of the adventuring expe- 
rience. 



. shay addams is publisher 
and editor of 
Questbusters, a 
monthly newsletter 
denoted to adventure 
games. He Is also co- 
author of The Greatest 
Games The 93 Best 
Computer Games of All 
Time. 



HOW TO CHOOSE A GAME 

To make certain you don't make reserva- 
tions for the wrong destination. I’ve rounded 
up the adventures that most effectively stimu- 
late the imagination and transport you to an- 
other world. In an all-text game, much hinges 
on the clarity and eloquence of the prose. In 
graphic games, the quality of the art and color 
schemes is important. Other factors I consid- 
ered were whether a game’s problems were in- 
geniously planned and whether clues and hints 
were distributed fairly. The intelligence of the 
program’s parser — a part of the program that 
enables you to type in commands — and the ex- 
tent of its vocabulary also were weighed. 

Each game’s suggested skill level is noted 
in the accompanying chart. If this is the first 
time you’ve gone adventuring, try an introduc- 
tory-level game — too many people get frustrated 
and give up because they begin with a game 
that’s designed for experts. After single-hand- 
edly finishing an introductory' game, you’ll be 
ready to try any of the novice-level adventures. 
The intermediate-level programs are best ap- 
proached by people who have solved two or 



three games from the lower skill levels. Ad- 
vanced games require more patience and tfme 
(up to three months) to solve, and those de- 
scribed as “Masters only’’ contain the thorniest 
problems of all. 

Though adventure games are designed to 
be played by one person, two or more heads can 
come in handy. And keep in mind that except 
for the varying skill levels and subject matter, 
most adventure games have similar play sys- 
tems. Those listed in this article are all good, so 
choose the subject matter that excites your 
imagination, and wander into wonderland. 

FANTASYLANDS 

The most popular subjects for adventure 
games are fantasylands, science fiction, mys- 
teries, and what I like to call (for lack of a 
longer name) the "Indiana Jones is alive and 
well in an adventure game" category. 

Fantasylands are first on the itinerary, 
and Zork is the all-time classic. Inspired by 
William Crowther and Don Woods’ 1977 Origi- 
nal Adventure (Colossal Caves), Zork was 
written on a mainframe computer by students 
at M.I.T. An all-text game, Zork introduced the 
full-sentence parser, which allows players to 
type in more than two words at a time. When 
the students (Marc Blank and Mike Berlyn) 
founded Infocom and converted Zork to run on 
microcomputers, they sliced the game into 
three programs. 

Zork I sends you into the ruins of the Great 
Underground Empire to retrieve a platinum 
bar, Neptune’s trident, and 17 other treasures. 
The main obstacles are a murderous thief and 
a bewildering maze. With a fairy tale atmo- 
sphere, Zork II carries you deeper into a world 
ruled by magic as well as logic, where you en- 
counter a dragon, a unicorn, and a princess. 
The Wizard of Frobozz will interfere with your 
quest for 10 more treasures, but his magical 
antics are often as funny as they are frustrat- 
ing. The final game, Zork III, has a melancholy 
feel and an enigmatic goal that only becomes 
apparent as you penetrate the deepest regions 
of the underworld and come face to face with 
the Dungeon Master. 

Some fantasyland adventures unfold in a 
“days of yore” setting. Sherwood Forest invites 
you to drop in on merry old England and fill 
Robin Hood's shoes as he seeks to win the 
heart of Maid Marian. Drawn in a cartoon style, 
the bright-color graphics are embellished with 
occasional spot animation, such as the shifty 
tax collector’s eyes blinking open and shut. 
King's Quest, set in the mythical kingdom of 
Daventry, shows off the sharpest hi res art ever 
seen in any kind of computer game. It also 
employs arcade-style animation to depict a 
young knave named Sir Grahame, whom you 
steer about via joystick or keyboard control on 
his quest to find a magic mirror, a magic 
shield, and a chest full of gold coins. The ugly 
trolls, a broom-riding witch, and some other 
nasty characters also are animated. 



38 FAMILY COMPUTING 



Coveted Mirror is another “days of yore" 
lantasy. You have to locate a missing piece of a 
magic mirror before the evil King Voar gets it, 
or the land falls under his reign forever. Doors 
and windows actually swing open when you 
type open door, and other instances of spot 
animation enhance this good-looking game. 

Based on a recent fantasy novel, Dragon- 
world involves an exciting journey to the imag- 
narv territory' of Simbala to save “the last drag- 
>n" from unknown captors. The screen shows 
i4 text lines, while most graphic adventures 
use only four. And instead of full-screen graph- 
ics, three small pictures across the top of the 
screen illustrate the story. (This is true of most 
of Spinnaker’s Telarium adventures, which 
also include well-orchestrated music and 
sound effects.) Dragonworld has three joy- 
tick-controlled action games built in. 

SCIENCE FICTION 

Science-fiction adventures replace kings 
and dragons with robots and spaceships. In 
Planetfall. you crash-land on an uncharted 
planet and save an alien civilization from cer- 
tain death. (What a holiday!) Floyd the robot, 
one of adventuredom’s most personable char- 
acters, keeps you laughing throughout. 

Another hilarious space epic, The Hitch- 
hiker's Guide to the Galaxy, was adapted from 
Doug Adams’ novel (see interview). In it, you 
journey across the universe to the legendary 
planet of Magrathea. 

If you’d rather be juggling robots, visit the 
planet Contra in Suspended. The game pre- 
sents an unusual challenge: A gang of robots 
serves as your eyes, ears, and hands while you 
'ell them how to repair a damaged under- 
ground control center. 

Back on planet Earth, Fahrenheit 451 
transforms Ray Bradbury’s novel into an in- 
triguing graphic adventure. The backdrop is 
New York City in the far future, where the fire 
department bums books instead of extinguish- 
ing blazes. Your goal is to foil its plans, which 
necessitates joining forces with the literary un- 
derground. Each rebel demands to hear a fa- 
mous quote from classic novels such as Moby 
Dick, and many of the problems involve figur- 
ing out passwords. Bradbury worked with the 
programmers and wrote some of the game’s 
text, which is unusually evocative and poetic. 

WHODUNNIT? 

More down to earth, mystery games put 
you in charge of investigating a crime. The 
classic example is Deadline, an all-text "who- 
c unnit, ’’ written in the style of a Raymond 
C handler novel. With an assistant named Duf- 
fy, you must unravel the murder of a wealthy 
industrialist by questioning suspects and dig- 
ging up clues in Connecticut. If you’d rather 
visit Europe. Earthly Delights offers a first- 
class ticket. In Paris and the Swiss Alps, you’ll 
track down a stolen painting and take on an 
International crime ring. 



BEST ADVENTURE GAMES 


•AMI’ 


Style 


Computer 


skin uvii 


Maawf«ctvr#r 


Me#* 


FANTASTUNDI 


Covetr’d Mirror 


G 


AP 


Novice 


Penguin 


834.95 


Dragonworld 


G 


AP. C 64. IBM 
PC/PCjr (128K) 


Novice 


Telarium 


832 95-639.95 


Enchanter 


T 


see below 3 


Intermediate 


lnfocom 


634.95-839.95 


King's Quest 


G 


AP. IBM PC 
( 128K); PCjr 


Advanced 


Sierra ; 
IBM 


649.95 
649 95 


Lucifer's Realm 


G 


AP. AT. C 64 


Intermediate 


Zoom 


839.95 


Microsoft 

Adoenture 


T 


IBM PC /PCjr 


Advanced 


IBM 


634.95 


Sherwood Fest 


G 


AP 


Intermediate 


Zoom 


834.95 


Sorcerer 


T 


see below 3 


Advanced 


lnfocom 


639.95-844.95 


Transylvania 


G 


AP, AT. C 64. 
IBM PC/PC/r, 
MAC 


Novice 


Penguin 


634.95-639.95 


Zork I 


T 


see below 3 


Intermediate 


lnfocom 


834.95-639.95 


Zork II 


T 


see below 3 


Masters only 


lnfocom 


634.95-644.95 


Zork HI 


T 


see below 3 


Advanced 


lnfocom 


839.95-644.95 


SCIENCE FICTION 


Cyborg 


T 


AP. AT. C 64; 
MAC 


Advanced 


Sentient ; 
Broderbund 


834.95: 

839.95 


Fahrenheit 451 


G 


AP. IBM PC/PCjr 


Intermediate 


Telarium 


832.95-639.95 


Forbidden 

Quest 


T 


AP. C 64, MAC, 
IBM PC/PCjr 


Intermediate 


Pryority 


839.95-644.95 


Hitchhiker's 

Guide 


T 


see below 3 


Advanced 


lnfocom 


S34. 95-639.95 


Mission 

Asteroid 


G 


AP, AT. C 64 


Introductory 


Sierra 


819.95-829.95 


Planetfall 


T 


see below 3 


Advanced 


lnfocom 


834.95-639.95 


Starcross 


T 


see below' 3 


Intermediate 


lnfocom 


849.95 


Suspended 


T 


see below 3 


Intermediate 


lnfocom 


844.95-849.95 


The Tracer 
Sanction 


G 


C 64. IBM PC/ 
PCjr 


Introductory 


Activision 


829.95-839.95 


WHODUNNIT 


The Alpine 
Encounter 


G 


AP 


Novice 


Random 

House 


829.95-639.95 


Deadline 


T 


see below' 3 


Masters only 


lnfocom 


644.95-649.95 


Earthly 

Delights 


T 


AP, C 64, 
IBM PC 


Novice 


Datamost 


619.95 


Masquerade 


G 


AP. C 64 


Masters only 


Zoom 


634.95 


Mindshadow 


G 


C 64, IBM PC/ 
PCjr 


Introductory 


Activision 


829.95-639.95 


Ripper 


T 


C 64 


Novice 


Avalon Hill 


825 


Suspect 


T 


see below 3 


Advanced 


lnfocom 


839.95-644.95 


Witness 


T 


see below 3 


Introductory 


lnfocom 


834.95-639.95 














Amazon 


G 


AP, C 64 IBM 
PC /PCjr (64K) 


Player- 

adjustable 


Telarium 


632.95-639.95 


Infidel 


T 


see below 3 


Intermediate 


lnfocom 


639.95-644.95 


Mask of the 
Sun 


G 


AP, AT, C 64 


Advanced 


Broderbund 


839.95 


Serpent's Star 


G 


AP, AT, C 64 


Advanced 


Broderbund 


639.95 


INTERACTIVE FICTION 4 


Cutthroats 


T 


see below 3 


Novice 


lnfocom 


834.95-639.95 


Mindwheel 


T 


AP. AT, C 64, 
IBM PC/PC/r 
(64K). MAC 


Intermediate 


Synapse 


639.95-644.95 


KID STUFF 


Below the Root 


G 


AP. C 64 


Introductory 


Spinnaker 


82G.95 


Cave Girl 
Claire 


G 


AP 


Introductory 


Rhiannon 


839.95 


Gwendolyn: 
Pursuit of a 
Princess 


G 


AT. C 64 


Introductory 


Artworx 


819.95 


Mickey’s Space 
Adventure 




AP, C 64 


Introductory 


Sierra 


639.95 


Seastalker 


T 


see below 3 


Introductory' 


lnfocom 


834.95-639.95 


Swiss Family 
Robinson 


G 


AP. C 64 


Introductory 


Spinnaker 


626.95 


Tales of 
Discovery 


G 


AP. C 64, IBM 
PC/PC/r 


Introductory 


Scholastic 


624 95-829.95 


Winnie The 
Pooh 


G 


AP. C 64. IBM 
PC/PC/r 


Introductory 


Sierra 


639.95 


T = all text; G = graphics; AP = Apple 11 series; C 64 = Commodore 64. AT - Atari; MAC = Macintosh 

FOOTNOTSS 

'Ail games are on disk and require a minimum of 48K except lnfocom's (32K) 

"Price varies depending on computer version 

3 Most lnfocom adventures are available for: Apple 11 aeries and Macintosh. Atari, Commodore 64 flr 
Plus/4. IBM PC/PC/r, Tandy 1000 & 2000. T1-994A, and TRS-80 CoCo & Model 111 In many cases. 
Commodore markets the C 64 version 
4 Other games also qualify for this heading See article text 



• riB- 

-> 






JUNK 19H5 39 



Ck« HOW DO YOU MAKE FICTION "INTERACTIVE"? 
A. I DUNNO. ASK HITCHHIKER'S DOUG ADAMS. 




Born in Cambridge, 
England, In 1952, 
Douglas Adams at- 
tended Cambridge 
University, where he 
collaborated with 
many of the comedy 

writers who later cre- 

^ , v VrVvv.‘>' ate d -Monty Python's 

Flying Circus" and "Not the Nine O'Clock 
News" for British television. AJter gradu- 
ating in 1974. Adams penned several 
episodes of the "Dr. Who" TV series be- 
fore finding time to write a radio show 
called "The Hitchhiker's Guide to the 
Galaxy." The show's cult Jollowing 
turned into an international audience 
when Adams’ book version was pub- 
lished in America in the early '80s. He 



recently completed So Long. And Thanks 
for All the Fish, which picks up where the 
Hitchhiker’s triology left off. Adams had 
just finished the screenplay for the book 
when he discussed his adventure game 
adaptation of Hitchhiker’s Guide and its 
potential effect on the digital watch in- 
dustry and civilization as we know it. 



Q: What was the first adventure game 
you played? 

A: Original Adventure [the first adven- 
ture game, by Crowther and Woods], on 
The Source about a year-and-a-half ago 
while living in Los Angeles. I guess my 
first commercial game was Suspended. 
That was the only one I actually played to 
the bitter end and completely finished. 1 
played Deadline and Zork 1 and Starcross 
about the same time, but never finished 
them. 

Qi What about graphic games? 



A: I’m not so interested in graphic 
games. I think text is better for the imagi- 
nation. There’s a role for graphics in the 
games if they do things that are kind of 
incidental to the story, but I wouldn’t like 
to see not-very-w r ell-realized sort of car- 
toon figures of the characters in the story. 
That would spoil it for me. I think. “Well I 
can imagine better than that. Why not 
just give me the text?’’ 



Q: Are adventure games popular in En- 
gland? 



A: Yes. they are. 1 haven't played any of 
them. The thing is, in England there are 
more home computers per capita than 
anywhere else in the world. But they re 
mostly very small machines. Sinclairs, 
and an awful lot of them don’t have disk 
drives and don't have a lot of memory. So 
games that require a lot of disk space and 
memory have not made commercial in- 
roads in England. The lnfocom games are 
pretty much a cult thing there. When I 
was doing Hitchhiker, 1 phoned around all 
the English bulletin boards to see what 
the level of awareness of lnfocom was. It 
was very’ strong, but amongst a fanatical 
minority. 

O: You mention telecomputing. What’s it 
like in England? 

A: Not nearly as developed as in the U.S. 
for one simple reason: getting modems is 
a lot more difficult and expensive. If a 
modem runs at 1200 baud it won t run at 
300 baud. They’re two completely differ- 
ent standards. And the reason for this is 
that British Telecom has had (although 
they’ll shortly lose it) a monopoly on any- 
thing to do with the phone system. And 
they’re terTiblv. terribly slow and old-fash- 
ioned and don’t like the idea of people 
having modems. 

When 1 was working on the game [from 
England], with Steve [Infocom’s Meretzky] 
in Boston, we did a lot of it by electronic 
mail. 

Q: How does writing an adventure differ 
from writing a novel? 

A: I suppose it’s more a difference of de- 
gree than a fundamental difference. When 
you're writing a book you’re constantly 
aware of the reactions you’re trying to pro- 
voke in the reader: how you intend to play 
with or manipulate those reactions, and 
the surprises you're going to spring; 
whether you want to lull them into a sense 
of false security in which they think they 
know what’s going on. You just have a 
much greater ability to do that when 
you're writing an adventure game, be- 
cause you’re actually soliciting the reac- 
tion from the player, and the program u’ill 
then know how to deal with that re- 
sponse. So you’re fooling around with the 
reader/player a great deal more. Which is a 



natural extension of what you're doing 
when you’re writing. 

Q: What do you project for the future of 
adventure games as interactive fiction? 

A: 1 feel that it's a completely new medi- 
um that we've only got one toe in — and 
there’s a whole ocean out there. We’re still 
very much constrained. 1 feel, by the tradi- 
tional forms of novel writing. One doesn’t 
necessarily need to be. 1 don t think 
breakthroughs come through suddenly, 
but that each time one sits down to work 
out a problem or the structure of an ad- 
venture game, 1 think you turn around 
the next comer and see another possibili- 
ty and you turn another comer and you 
see another possibility. And every now 
and then it's as if you go past a little 
window or a little crack in the wall and 
you see a whole vast vista of possibilities. 

I think adventure games could become a 
very, very extraordinary and different, 
imaginative form of storytelling. 

Q: Will it someday replace books? 

A: People are always asking that silly 
question. Of course not. People said that 
about books when radio came out. and 
the same thing about radio when TV came 
out. But I think we keep on adding new 
media for storytelling. And none of them 
is killed by new forms. There’s something 
particularly distinctive about the experi- 
ence of reading a book: it's like nothing < 
else. And nothing else wdll replace it. ! 
Something else may add to it, but noth- 
ing’s going to replace it. I suppose TV 
dealt quite a nasty body blow to radio, 
w’hich is a shame because I think radio is 
a much better medium than television. In 
the words of a small boy who was asked 
the difference between the tw r o, “In radio 
the scenery is better.” That’s the strength 
of all text games — the scenery is better 
than that of graphic games. 

I think there’s an awful long way for 
adventure games, interactive fiction, 
whatever you want to call it, to go. And 1 
hope that more people will come into that 
field from outside the computer field. Up 
until now r , it’s been rather like, well, imag- 
ine if everything ever written on a type- 
w’riter had been written by the guys who 
invented the typewriter. — s A 



For mystery with a twist, investigate Mind- 
shadow. While suffering from amnesia, you 
crisscross 19th-century Europe searching for 
clues to your identity. Mindshadow s graphics 
represent genuine computer art. and the pro- 
gram includes a separate “adventure tutorial" 
as well as on-line help for beginners. 

Robots of Dawn qualifies for tw’o catego- 
ries, since this computer version of Isaac 
Asimov’s novel rockets you across the universe 
(science fiction) to determine who killed a robot 
(whodunnit). The program loads entirely into 
the computer’s RAM. so no disk access is re- 



quired — Commodore 64 adventurists will set 
the appropriate response to their commands 
almost immediately. 

INDIANA JONES 

There's no mystery about the inspiration o 
adventures that defy you to retrieve the trea 
sures of ancient civilizations — Indiana Joint • 
would feel right at home in any of them. In fide 
is an invitation to explore a lost pyramid ii 
Egypt, while The Serjicnt's Star concerns at 
expedition to find a fabled gem in Tibet. Ih 
latter is interspersed with cinematic first pet 



40 JAMMY COMl’in IN( ■ 



•son animation (see glossary), so the snow- 
capped peaks seem to grow larger and closer 
with each step as you trek through the Himala- 
yan mountains. 

If Tibet is too far from home, how about 
South America? Amazon, written by novelist/ 
film producer Michael Crichton, unfurls Telar- 
ium's finest full-screen graphics as you look for 
the lost city of Chak and its emerald mines. A 
.vise-cracking parrot named Paco rides your 
shoulder and offers clues. So does a minicom- 
puter that enables you to telecommunicate 
with your boss in the States. A pair of animat- 
ed action games adds to the excitement. 

INTERACTIVE FICTION 

Amazon moves along in a more linear fash- 
ion than games such as Zork, which qualifies 
t for the trendy heading, “interactive fiction." 
This relatively new style of adventure (which 
includes Deadline, Fahrenheit 451, Suspect, 
Earthly Delights, and Hitchhiker's Guide ) in- 
corporates some of the elements of traditional 
storytelling, such as an emphasis on other 
characters (besides yourself!) and a more sub- 
stantial plot. Straight adventure games like 
Zork, on the other hand, are more object-ori- 
ented — you find and use "things” on your way 
o find the treasure. 

While the term “interactive fiction” has real 
meaning, it’s also used somewhat loosely as a 
marketing term. Infocom, for instance, calls all 
its adventures “interactive fiction" to distin- 
guish them from fantasy/role-playing games 
(such as Wizardry) and other entertainment 
software. 

One good example of interactive fiction is 
Zutthroats, an all-text game in which you solve 
people-oriented problems as well as puzzles, 
solutions to which involve objects like ropes 
and keys. While preparing to dive for treasure 
off two ships in the bay off Hardscrabble Is- 
land, you’ll eventually discover that success 
pivots around talking with the island’s citizens 
and your crew T members. This gets you involved 
with the characters and plot in much the same 
vay you do when reading a conventional story. 

A more recent work of interactive fiction, 
Mindwheel is the first in a series dubbed "elec- 
tronic novels.” Packaged with a book contain- 
ing the first few' chapters of a story that you 
complete by playing the game, Mindwheel as- 
signs you the task of saving Earth from self- 
destruction. This can be accomplished only by 
traveling telepathically back to the beginning of 
1 ivilization to find the Wheel of Wisdom. The 
rip takes you through the minds of four dead 
people — a rock star, a,poet, a dictator, and a 
scientist — on your way to find the Cave Master 
who holds the Wheel. A highly advanced parser 
enables you to converse with the demons, 
winged people, and other weird characters 
more articulately than in any other adventure 
game to date. With truly entrancing prose and 
a warped sense of humor, the all text story 
< ften verges on interaetive poetry. 




KID STUFF 

The newest kind of adventure games are 
those designed for young children. They are 
graphic (except for Infocom's Seastalker), and 
have parsers that require less typing. Spinna- 
ker's Windham Classics, for example, are 
graphic adventures based on books like The 
Swiss Family Robinson. A “help key" comes to 
the rescue bv showing verbs and nouns that 
might apply to the current problem. The 
parser, wliich completes a w^ord after you type 
in the first few letters, reduces the need for 
typing skills, making the games suitable for 
young children (or bad typists). Good sound 
effects enhance game play. 

Similarly, an adventure on Scholastic’s Mi- 
crozine called "The Dark Tower" allow’s you to 
enter single-letter commands — such as G for 
get, w for walk, etc. Other adventures for 
youngsters, such as Walt Disney’s Winnie the 
Pooh in The Hundred Acre Wood, Sierra’s 
Mickey's Space Adventure, and Scholastic’s 
Talcs of Discovery, require almost no typing, 
relying instead on a multiple-choice menu'. In 
Cave Girl Claire, too. in which an animated 
figure struggles to survive the hazards of life in 
The Stone Age. actions are executed with a 
single keystroke. 

Stone Age or Space Age, young or old, 
there's an adventure-game destination that’s 
right lor you. All you need to pack is your 
imagination. And the fun doesn’t have to end 
come autumn — you can take an adventure va- 
cation any time of vcai . « 



Amazon features a 
wise-cracking parrot 
named Paco that rides 
on your shoulders and 
offers clues. King's 
Quest (as shown here, 
waiting for the user's 
next command ) "shows 
off the sharpest hi-res 
an ever seen in any 
kind of computer 
game." 



SOFTWARE 

MANUFACTURERS 



ACTIVISION: 

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ARTWOKX: 

(800) 828-6574 

AVALON HILL: 

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DATAMOST: 

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HAYDEN: 

(800) 343-1218 

IBM: 

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INFOCOM: 

(617) 492-1031 

PENGUIN SOFTWARE: 

(312) 232-1984 

PRYORITY: 

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RANDOM HOUSE: 

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RH1ANNON : 

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SCHOLASTIC: 

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SYNAPSE : 

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TELARIUM : 

(617) 494-1200 
ZOOM: 

(312) 792-1227 



JUNE 1985 4 1 








The Prose And The Parser 



How 



IN h 








Games 



Selby Bateman, Features Editor 



f J Electronic novels, interactive fiction, all-text adventure games, living literature. 
Whatever the names, the landscape of this brand of computer game is changing. 
New writers and seasoned programmers are together stretching its boundaries 
with refreshing approaches to plot, writing style, and game interaction. The com- 
petition is intensifying. 



& 
a : 

i I 






U 

i 



nt 



magine a wheel — a colos- 

■ sal, rotating wheel into 

■ which is drawn all of the 
JL images of a culture: every 

4 experience, every event, every 
bject, every person's mind and 
ody. This wheel is a vortex 
hich you must try to manipu- 
ate and understand. 

"I hope this doesn't sound 
oo fancy," says Robert Pinsky, 
reaking into his own explana- 
ion w r ith a slightly self- 
:onscious laugh. 

"It involves the idea of 
striving for control and mastery, 
v. d the world being so compli- 
cated that every time you strive 
ou're creating another system 
hat becomes part of this big 

! whirling thing which is every- 
hing everybody's ever known 
»r thought or dreamed up to 



amuse themselves. Jokes and 
technologies and mythologies 
and religions and roads 
and. ...just everything." 

Pinsky pauses again, as if 
considering the magnitude of 
such a wheel for the first time. 
He's describing the underlying 
concept of a computer game he 
created — Mindwheel, an all-text 
adventure for the Commodore 
64, Apple, Atari, IBM, and IBM- 
compatible computers. The 
game represents as unusual a 
combination of complexities as 
does Pinsky himself. 

You play the game by im- 
mersing yourself alternately 
within the minds of four de- 
ceased people: a peace activist 
rock star, a monstrous dictator, 
a heroic poet, and a gifted scien- 
tist. All of those minds are 



linked along neural pathways to 
a common matrix leading to the 
Wheel and a mysterious Cave 
Master. You can directly address 
characters, ask them questions, 
and travel from mind to mind. 
The humor is sophisticated, and 
yet surprisingly accessible; off- 
screen characters move about at 
random; and Pinsky's writing 
presents a rich atmosphere 
within the game world itself. 

How did this university ac- 
ademic, a magazine poetry edi- 
tor, scholar, and award-winning 
poet, get involved with the 
development of a commercial 
computer game? Why would a 
software company, Synapse, 
seek out Pinsky, someone who 
had never even played a text 
adventure game until after he 
created the concept for 

COMPUTERS Gazette June 1985 39 



Mindwheel ? And how did this 
nonprogrammer bring his own 
version of the Wheel to the 
arena of a computer game? 

T o understand the answers to 
those questions is to appre- 
ciate how interactive fiction is 
evolving. Gone forever are the 
days when an all-text adventure 
game with simple two-word, 
noun-verb command combina- 
tions and a series of arbitrary 
puzzles could impress computer 
game fans. "Kill dragon" and 
"take sword" have been re- 
placed with more sophisticated 
programs capable of taking full 
sentences and separating the 
nouns, verbs, adjectives, ad- 
verbs, and direct and indirect 
objects. 

Most computer adventure 
games are based on a story. You 
may be a detective investigating 
a crime, or a heroic knight in 
search of a magical unicorn. You 
have the freedom to make deci- 
sions — moving north or south, 
acting friendly or unfriendly to 
characters you meet. But obsta- 
cles and puzzles hinder your 
progress. You may need a key 
to pass through a door, a boat 
to cross the river, or a map to 
find your way. By persisting, 
you discover the answers one at 
a time to advance to the next 
level of play. Ultimately, the so- 
lution to the game is the solu- 
tion to the final puzzle. 

While an increasing number 
of these games use graphic im- 
ages to complement the 
onscreen text, the oldest com- 
puterized interactive fiction is 
based on text alone. Without 
having to use valuable and lim- 
ited computer memory to draw 
the graphics, the all-text adven- 
tures have room for larger 
vocabularies, more descriptions 
of scenes, and more powerful 
parsers — the programming 
routines which break down your 
English-language commands 
into numbers the computer can 
manipulate. 

40 COMPUTE' S Gazette June 1905 




Robert Pinsky, poet, professor, editor, 
and author of Mindwheel, a new all- 
text adventure game for the Commo- 
dore 64. 

But more than a year ago, 
Robert Pinsky knew virtually 
nothing about these distinctions 
as he walked the halls of the 
University of California at 
Berkeley. The dark-haired poet 
and professor was more likely 
to drop the names of Ezra 
Pound or the Bloomsbury group 
of writers in his conversations 
than to mention a Commodore 
64 computer or the fortunes of 
IBM versus Apple. As head of 
the university's creative writing 
program and as the poetry edi- 
tor for The Kew Republic maga- 
zine, Pinsky was immersed in 
writing and teaching far re- 
moved from :he bits and bytes 
of computing;. His students may 
have been staying awake past 
midnight placing ZORK, but 
Pinsky was cmly marginally 
aware of the growing computer 
adventure game field. 

Enter Svmapse, a computer 
software comrpany looking for a 
very special Hvpe of writer to 
work on a new series of interac- 
tive games it would call elec- 
tronic novels. These adventures 
would be packaged as hardback 
books with a disk in the back. 

In order to puay the game, users 
would have Ho learn information 
from the boo>k. 



"What we wanted was to 
expand the imaginative realm in 
text adventures beyond what it 
had been," says Synapse's Rich- 
ard Sanford. "Up to now we've 
been looking through blinders, 
through a very narrow window 
in text adventures. We wanted 
to deal with writers whose main 
stock and trade is to expand the 
narrow window on reality and 
to be able to give us a rich 
imaginative experience." 

So the company looked for 
writers who knew little or noth- 
ing about computer games, 
whose ideas would not reflect 
the biases which might creep 
into the mind of someone famil- 
iar with ZORK, its cohorts of 
popular adventures, and the 
highly respected Infocom, Inc., 
which created and marketed the 
most successful of those games. 

Tell us a story, Synapse 
said to Pinsky. Then together 
we'll build a game. 

So Pinsky sat in his office 
and thought about the Wheel, a 
concept he had first used in a 
poem called "The Figured 
Wheel." That was published in 
his 1984 book of poetry. History 
of my Heart, which early in 
1985 won the prestigious Wil- 
liam Carlos Williams Award 
from the Poetry Society of 
America. As he developed the 
spiraling concept of Mindwheel, 
Pinsky knew little or nothing of 
Infocom, the cryptic acronyms 
ZIL and BTZ, or two program- 
mers, William Mataga and Steve 
Hales. 

What he would later dis- 
cover is what many hardened 
game players already know: that 
Infocom, Inc., of Cambridge, 
Massachusetts, has set the stan- 
dard for quality in the field of 
all-text adventures. Its plots 
have been the best, its prose the 
classiest, its parsers the most 
powerful, and its proprietary 
programming language — ZIL 
( ZORK Interactive Language) — 
the most accomplished. Syn- 
apse, with its idea for electronic 
novels, was approaching Pinsky 



and other writers with a plan to 
compete against Infocom in thr 
same market. 

“We were very conscious oi 
what Infocom was up to," suvs 
William Mataga, an independent 
programmer who later worked 
with Pinsky and programmer 
Steve Hales on Mindwheel. "We 
had as a goal that we had to do 
everything that Infocom does, 
plus one." As Pinsky created a 
concept, Mataga was indepen- 
dently putting the finishing 
touches on the underlying pro- 
gramming language BTZ, which 
appropriately stands for — Better 
Than Z ORK. 

M any other compa- 
nies have at- 
tempted — and still try: — 
for a slice of the interac- 
tive fiction market. None 
has had as much critical 
and popular success with 
all-text adventures as 
Infocom. Software com- 
panies like Bantam and 
Imagic, with their Living 
Literature series; Spinna- 
ker, with its Windham 
Classics and Telarium 
(formerly Trillium) 
brands; Activision; Ad- 
venture International; 
and many others have 
all found the graphics- 
and-text field more hos- 
pitable when it comes to 
adventures. They argue 
that the future belongs to 
adventure gaming which 
includes increasingly so- 
phisticated graphics as a 
part of the mix. 

» Whatever the out- 
come of that argument, 
everyone agrees that a 
game with graphics 
won't leave enough 
* memory on today's 64K 
or 128K computers to 
permit as sophisticated a 
set of vocabularies, 
parsers, and underlying 
programming languages. 

Synapse was trying 

42 COMPUTE!’* Gazette June 1985 



11 in •! h 1 1 1); i T.t ■ . ii nil • , 1 1 1 1, 
hv > I ii '< ••'inr, I’m r I \ ( ,, , , , , , . , j, . 

\ » • I * ' I M'is h,l\ f lilt I t \)‘.| Ih',1 \ 

M, ught hir, iKimr .iiit 1 1 « « i ii,, 

m.il 1 1 \ 111 tile M it ’th (■ lu I h , n aiu j 
1 1 1 11 1 1 1 v ' \ i t ’ 1 11 t ’ s . 1 1 i ' 1 1 1 U | \ \ I M ( 1 1 
b 1 1 ^ t * t I ti‘ 11 , u I v t ■ 1 1 1 1 ii t ■ i ’ , ii 1 1 1 • s 
Nanifs like ILn lh.nibur\ U.un 
Asimov , \rthtir ( i l.irkt 
Michael Cm hton I >ougl.i> Ad 
'inis, anti others atlorn iht> boxes 
t>f software programs, Some of 
these authors were heavilv in- 
volved in the game develop- 
ment and others scurcelv at all. 
No matter what the qualitv tit' a 
particular adventure game, all of 
those writers have a hea\ v- 



u right pull in the computer 
game-playing community. While 
I husky's credentials and success 
•‘s a talented poet, teacher, and 
editor are excellent, his visibility 
imong computer game players 
would naturally be decidedly 
lower than the mass market su- 
perstars listed above. 

In order to advance the all- 
text genre, however. Synapse 
was convinced that all-star 
names were not the answer. “A 
lot of times you may have a 
game with a [big name] in- 
volved, but he only spends two 
days on it, makes a few com- 
ments, and then leaves and 

goes off to write some- 
thing else," says Mataga. 
“A writer's job in the 
text adventure is a lot of 
work. We need a writer 
who will be able to 
spend the time with us 
on the game, not just 
someone who will make 
a few suggestions on 
how the game will work, 
and then leave." 

That sentiment is 
echoed by Douglas Ad- 
ams and Steve Meretzky, 
who collaborated on 
Infocom's text adventure 
game. The Hitchhiker's 
Guide to the Galaxy 
based on Adams' book 
and radio series. (See 
“Inside View" in the 
April 1985 GAZETTE.) 
Meretzky, developer of 
the popular Planetfall, 
Sorcerer, and Enchanter 
Infocom games, worked 
extensively with Adams 
to make sure the humor 
and characterization of 
Hitchhiker remained 
intact. 

“We started off 
spending a week in Bos- 
ton, mapping it out, 
roughing it out, and 
writing bits of text," says 
Adams, a British writer 
whose books in the 
Hitchhiker series now 
number four. “Once we 





got the ball /oiling, I went back 
to England, and Steve and I 
communicated a lot through 
electronic mail. I would send 
ideas and bits of text, and he 
would start building it into the 
game. I would map out a lot of 
it broadly, and then bits of it in 
detail." The collaboration con- 
tinued as Meretzky flew to Lon- 
don for more detailed work. 
Later the two worked together 
on the game once more in Bos- 
ton, fine-tuning and reacting to 
the suggestions of game testers. 
The entire procedure took 
months, but both men agree the 
game is better for their mutual 
involvement. 

Adams was one of the first 
writers to actually use the term 
"electronic novel," in the origi- 
nal 1977 edition of The Hitch- 
hiker's Guide. "As far as I was 
concerned, it was completely 
imaginary," he says, laughing. 

"I didn't even become computer 
literate until about a year or so 
ago, whereupon it suddenly 
swept over me like a tidal 
wave." 

As Pinsky worked with 
Mataga and Hales on Mind- 
wheel, he came to see how his 
involvement was an important 
natural component of their cre- 
ative process. He also became 
fascinated as a writer with the 
random interaction which at- 
tracts so many adventure game 
players. 

"Once in a while, one of 
these games will give you 
goosebumps," he says with a 
hint of awe in his voice. "A 
friend played the game and said 
to a character, 'You look like my 
mother,' and the game character 
interpreted it as a command. 

She said, 'I will look the way 
you want me to.' My friend got 
• spooked. You hit that once in a 
while now." 

When Pinsky finally had an 
opportunity to sit down and 
play a few computer adventure 
games, what bothered him was 
that many of them were clever 
enough but devoid of mood and 



emotion. "They didn't have 
much color or aroma; they 
seemed flat. 

"I think that the experience 
of writing poems was very good 
for this," he adds. "In poems, 
you're exposed to just getting it 
done in a small space. The more 
short and vivid a message can 
be, creating a narrative moment 
with the smallest possible num- 
ber of words, the better." 



the reader. In writing a branch- 
ing narrative like this, all 
choices are available at any 
given moment." 

As a writer, Paul is in- 
trigued by the game's ability to 
recognize synonyms and mis- 
spellings of words, translating 
them accurately. He also finds 
fascinating the way in which 
Mataga's BTZ language permits 
the game to have characters 




The Hitchhiker's Guide, another all-text adventure game, is packaged in a 
distinctive format by Infocom to present the player with more than just a 
disk and instruction booklet. 



Another writer involved 
with Synapse's series of elec- 
tronic novels developed feelings 
similar to those of Pinsky. Jim 
Paul is a 34-year-old poet 
whose works have been pub- 
lished in The New Yorker, The 
Paris Review, and other maga- 
zines, and who also has written 
articles for The Washington Post 
and The San Francisco Chronicle. 
Currently a Stegner Fellow at 
Stanford University, Paul is the 
designer behind Brimstone, an 
all-text adventure based on Sir 
Gawain of King Arthur's Round 
Table, with additional material 
borrowed from Dante and Wil- 
liam Blake. 

"Writing on a page is a sin- 
gle line of narrative. The reader 
is a slave to the page," he says. 
"I had to anticipate paths for 



converse and situations develop 
which the author never wrote. 
"The computer is smart enough 
so that it can generate responses 
far beyond what I can do." 



W ith the adventure game 
market still growing rap- 
idly, Infocom's Steve Meretzky 
sees the early dominance of sci- 
ence fiction and fantasy themes 
giving way to other topics as 
new writers approach interactive 
fiction for the first time. "Back 
during the early days of per- 
sonal computers, people who 
had them were the real hackers 
who tended to be science fiction 
fans. Therefore, most of them 
wrote programs which were sci- 
ence fiction or fantasy related. 



44 COMPUTEI s Gazette June 1985 



1 



As the computer market grows, 
that trend will reverse itself." 

Peter Golden, another 
writer new to the creation of in- 
teractive fiction, designed two 
graphics and text adventures for 
Imagic/Bantam, /, Damiano, 
based on R. A. MacAvoy's 
Damiano fantasy trilogy; and 
Sherlock Holmes: Another Bow, 
both currently available only on 
IBM and Apple computers. 

Although he previously had 
no involvement with computers, 
Golden is now impressed by the 
need within adventure games 
for a writer's knowledge of 
structure, word usage, descrip- 
tive techniques, and style in or- 
der to bring the program to life. 
It's a challenge he likes. "What 
compels someone to turn a page 
in a book is the same thing that 
compels an interactive fiction 
player to hit the return key. You 



have to get someone to turn the 

P a g<?. 

Golden's involvement with 
the Holmes adventure quickly 
convinced him of the versatility 
players will see in future all-text 
formats. Another Bow takes place 
aboard a ship following World 
War I. Sherlock Holmes and his 
friend, Watson, must solve six 
different mysteries. In the 
course of the story, they meet 
such famous figures as Thomas 
Edison, Pablo Picasso, Gertrude 
Stein, and others. Golden chose 
Holmes, he says, because "it 
gave him a chance to be the 
most literary, to play with his- 
tory, with style, and with the 
idea of writing dialogue." 

Golden also played with differ- 
ent speech patterns, from South- 
erners to Europeans, and with 
the idea of voice as used by dif- 
ferent characters. 



The conclusion Golden 
draws from his recent involve- 
ment is identical to that of 
Pinsky and Jim Paul: Writers 
will increasingly involve them- 
selves in interactive fiction, 
complementing the talents 
which programmers bring to the 
genre. And as computer mem- 
ory capacities rise from 64K and 
128K to 512K and higher, the 
text adventure game will enter 
realms scarcely imagined today, 
giving writers even more 
latitude. 

"We're looking out to a 
very exciting void," says Pinsky. 
"We don't know what people's 
imaginations are going to do 
with this tool. I can certainly see 
a whole new level of inter- 
activity, actually putting a part 
of my dream life or fantasy life 
or emotional life into the 
game." 0 






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By Jane Ferrell 
Examiner staff writer 



a 



T HE HITCHHIKER’S GUIDE to the Gal- 
axy" began as a radio program in En- 
gland in the late 70s, evolved into 
three books, a British television series, 
two records and a stage show. 

In the last eight years, “Hitchhiker's” small science-fic- 
tion cult following has grown into an audience of millions. 
Seven million copies of the original “Hitchhiker,” “The 
Restaurant at the End of the Universe” and “Life, the 
Universe and Everything” have been sold world-wide. And 
now, says author Douglas Adams, “So Long, and Thanks 
for All the Fish" (Harmony Books), the fourth book in the 
“Hitchhiker’s" trilogy — yes, he says, it remains a trilogy — 
is hitting the bookstores. (By the way, “So long, and thanks 
Jot all the fish," were the last words of the dolphins as they 
'.left Earth before its destruction in the first book.) 

As much as a writer hates to engage in cliches, this one 
seems necessary: DONT PANIC. (Why would you? Be- 
cause “Hitchhiker’s” aficionados would panic if they 



thought the story would ever end.) There’s more. The latest 
form in which you'll find “The Hitchhiker’s Guide to the 
Galaxy" is a home computer game. 

' This is not a shoot-down-the-Vogons computer game, 
this is interactive fiction, entertainment software in which 
i short novel is programmed onto a computer disk. 

1 it's difficult to describe how much fun interactive 
fiction can be, especially when the phrase, “interactive 
fiction,” like most computer terms, sounds so boring. It’s 
(tore than a crossword puzzle (it is a puzzle you can work 
out by yourself), but less than a scavenger hunt (You get 
ilues to the next move, but you don’t move around, except 
*hen you jump up with Joy at having figured out the next 
move, or beat your computer with frustration, because you 
eant). You become a story’s main character. 

For those of you who haven’t tried interactive fiction, 
•this is how it works The first lines of The Hitchhiker’s 
•Guide to the Galaxy” that appear on a computer are: 

■ You wake up. The room is spinning very gently round 
your head Or at least it would be if you could see it which 
you cant It is pitch black. 

f You get going with the story by typing English-lan- 
guage commands —“TURN ON THE LIGHT,'' for example 
— to which the program responds: “Good start to the day. 
Pity it's going to be the worst one of your life. The light is 



nowon 

Your computer continues by telling you — in Adams’ 
subtle wit and jaunty style — that you are Arthur Dent, 
shortly to become one of the last two surviving Earthlings. 
You wake up one morning in your home in England to 
find that your house, as well as the planet, are scheduled 
for destruction. If you play correctly, using the clues the 
computer game gives you to make your next move, you 
end up on a Vogon Constructor spaceship with your friend 




You type a command — 
'TURN ON THE LIGHT,’ 
for example — to which 
the computer responds: 
'Good start to the day. 
Pity it’s going to be the 
worst one of your life. 
The light is now on. ’ 



Ford Prefect. If you don’t, you wind up dead. You also get a 
low score to give you impetus to try again, so you can take a 
trip through space with Prefect, a wanderer of the uni- 
verse who’s gathering information for the Hitchhiker's 
Guide to the galaxy, a thin portable computer. The guide 
has more information about the universe than any other 
guide, although it is not always accurate. 

“Yes and no,” answered Adams when asked if the 
computer game closely follows the story line of the book. 
“Probably more no than yes. It was important that it was 
going to be equally difficult and equally accessible for 
people who haven't read the book, as well as those who 
have." It differs from the book as Rosencrantz and Guil- 
denstern differ from Hamlet, he said, the computer game 
allows diversions into subplots and minor characters. 

Adams propelled Hitchhiker into its metamorphosis as 
a computer game after meeting Christopher Cerf (coau- 
thor of The Experts Speak"). Cerf brought Adams togeth- 
er with the principals of lnfocom, a five-year-old Cam- 
bridge, Mass., company that markets interactive fiction. 

“1 always liked what lnfocom was doing,” said Adams, 
who recently became a computer buff and owns six com- 
puters (his favorite is an Apple Macintosh). Their games 
were more intelligent than shooting down aliens.” 

He began a seven-month collaboration with Steven 
Meretzky, one of lnfocom ’s computer programmer-writers 
and author of “Planetfall,” an lnfocom game. Hitchhiker 
was released about a month ago and is on the best-seller list 
of computer games. 

“The Hitchhiker's Guide to the Galaxy” costs about 
$39.95 ($34.95 for Atari, Commodore 64 and Color Com- 
puter), and comes with: 

• peril sensitive sunglasses — they darken at the first 
hint of danger, thus shielding the wearer from seeing 
anything alarming: 

• a Don’t Panic button, the Hitchhiker's slogan; 

• a piece of fluff — a deadly poison on Bodega Minor, 




froWCCoCb t 



the diet staple of Frazelon V, the unit of currency on the 
moons of the Blurfoid system, and the major crop of th< 
laundry supplies planet. Blast us ni; 

• the destruct orders for Arthur Dent's house and th< 
Earth (it was in the way of a hyperspace freeway and wa 
destroyed by Vogons). 

The powers-that-be at lnfocom decided not to include t 
towel in the package, even though, according to the Hitch 
hiker's Guide, a towel is the most useful thing (besides th> 
Guide) a galactic hitchhiker can have. Its uses includ 
travel, combat, communications, protection from the elt 
ments, hand-doing and reassurance. 

"We couldn’t find a towel for less than $5," said Meret 
ky. “It was too expensive to include in the package. An< 
besides, from our marketing studies, we found that almos 
all people already owned a towel.” 

It takes about 50 hours of playing time to get throug 
Hitchhiker, said Meretzky. Some spots throw players int 
foot-stomping spasms of frustration. In those cases, Infc 
com offers a hint booklet, complete with invisible ink an> 
latent image marker to make the clues appear, for $8. 

Adams, 32, began his comedic flights of fancy at Th 
Footlights Club, which he joined when he was at Can 
bridge University in his native England. He collaborate 
with many of the writers who later created “Monty Pj 
thon's Flying Circus" and “Not the Nine O’clock News.” H. 
wrote a number of episodes for “Dr. Who,” whe scieno 
fiction series that is broadcast on PBS in the United States 
In 1976, he was broke, and took a job as a bodyguard (he 
6-foot-5) for a royal Arabian family. It was then he bega; 
writing episodes of “Hitchhiker” for the BBC. 

Adams, who has lived with “Hitchhiker" and all it 
forms for eight years now, says he tires of it sometimes, be 
putting the story into another form keeps him intereste 
in the tale The book contains imaginative scenes of th 
universe, seemingly based on some deep knowledge, bu 
partly extrapolated from information Adams gleane 
from his college courses. 

“I led a pretty dilettante college career,” said Adam 
“You pick up odd snippets of information useful for a lau 
date. The Pythons (the writers for “Monty Python”) are lik 
that. They may make jokes about Proust, and they make 
appear as though they really know something, but it's on) 
because they know the name What they know aboi 
Proust you could list on the fingers of one elbow.” 

If you finish the "Hitchhiker" computer game anc 
begin to think that's all there is — DONT PANIC. 

Because of the immediate success of “Hitchhiker,” Ad 
a ms and lnfocom are considering turning the other books 
in the trilogy into interactive fiction. 

That will happen probably sometime after Adams fin 
ishes the movie. He’s been working on a screenplay of The 
Hitchhiker's Guide to the Galaxy,” which will go into 
production next year, and will be directed by “Gbcstbus- 
ters” director Ivan Reitman. 

k 



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Though some authors and stars are lending only their names to enter- 
tainment software, others are actively contributing to the game's 
design. Here's a look at what’s happening. 




^fhe Trillium series, produc 
J by a division of Spinnak 
Software, is one of the bt^ 
examples of this trend. It's a s<- 
ries of interactive adventure 
games for the Commodore 64 
and Apple II-series computers 
based on novels by well-knc.v. 
science fiction authors. 

In each of the games, the 



his 

de< 

ant 




You see it practically every time 
you flip through a magazine or 
turn on the television. Fame 
lending its name to the cause of 
advertising. Tennis players and 
movie stars and race-car drivers 
hawking shampoo and sports 
equipment and clothing lines. 

We've seen the same thing 
happen with microcomputers, 
famous faces and voices telling 
us which one to buy. Some 
entertainment software publish- 
ers are taking it a step farther; 



instead of promoting a package, 
the personality is a major part 
of the software, either as one of 
the game's characters, or even 
its designer. 



3fl COMWTI February 1985 





player takes the role 
of the novel's main 
character, encountering 
his or her problems and making 
decisions. Full-color graphics 
and a sophisticated parser that 



understands several hundred 
words make the games easy to 
play A hint book and word list 
are included in each package. 

In late 1983, Spinnaker ap- 
proached writer Michael Cnch- 



~h FF LEVEL ■ 



ton, thinking that some of his 
works might lend themselves 
well to adventure games. He 
surprised them. He was just 
completing work on an adven- 
ture game of his own. I ney 
came to acquire book rights and 
ended up taking a finished 
game/' says Crichton. 

Crichton, author of The An- 
dromeda Strain and Congo , and 
writer/director of many science 
fiction films, was very interested 
in interactive fiction. He had 
been asked to do some creative 
work using laser disks but de- 
clined, believing that they 
couldn't be accessed in a sutti- 
ciently sophisticated fashion. 



Books, breakers, bad guys, and 
Bruce: Personalities and trends 
find a place in computer games. 

Pictured from left to right are Spinnaker; Creative Software's 

Fahrenheit 451, part of the Trillium se J Captation of the comic strip 
Break Street; Spy vs. Spy. : and the join, project of 

from MAD magazine; Bruce Lee from £ , Gui ' de to the Galaxy. 

Infocom and author Douglas Adams. A H.tcnniK 





f 

l 








He had hired programmer 
Steve Warrady in 1982 to help 
translate an original story into 
Apple assembly language. The 
result was Amazon, a graphics 
and text adventure in which the 
player is an agent for NSRT, a 
high-tech research firm. The 
player must travel to the Ama- 
zon and recover valuable emer- 
alds hidden in the Lost City of 
Chak, with the help of a 
friendly (and often sarcastic) 
bird named Paco. 

Fahrenheit 451, another 
game in the Trillium series, is a 
sequel to Ray Bradbury's book 
of the same name. As Guy 
Montag, the player lives in a fu- 
ture totalitarian society whose 
government is committed to 
controlling the populace by de- 
stroying all literature. Montag's 
mission is to restore to the 
world the freedom it once had. 

Rendezvous With Rama is 
based on the Arthur C. Clarke 
novel. The player, as captain of 
a small scout spaceship which 
has just encountered an alien 
starship hurtling into the solar 
system, must explore it and try 
to make contact with alien intel- 
ligence. (Clarke wrote a new 
ending to be used in the game.) 

The fantasy Dragonworld, 
by Byron Preiss and Michael 
Reaves, sends the player on a 
journey to rescue The Last 
Dragon from the Duke of 
Darkness. 



And here's an interesting 
twist: Science fiction writer Alan 
Dean Foster wrote a novel based 
on the fantasy game Shadowkeep. 
The player's task is to recapture 
the Shadowkeep, with its mazes 
and monsters, and to free the 
good wizard Nacomedon. Up to 
nine characters may be chosen 
by the player while exploring 
the keep. Designed as an inter- 
active adventure, the game in- 
corporates many aspects of 
role-playing fantasy software. 



Who ya gonna call? 



Spinnaker's Trillium series, pictured 
from left to right, top row: 
Rendezvous With Rama, Amazon, 
Shadowkeep, and Dragonworld. 

In this scene from Ghostbusters, a 
ghost is being sucked up by a ghost 
vacuum as the player drives from one 
building to another. 



^oftware designer David 
^ \ Crane, a cofounder of 
vj Activision, went to see the 
movie Ghostbusters on the rec- 
ommendation of a friend. “I 
think I may have enjoyed it a 
lot more than some people be- 
cause it was sprung on me," he 
says. "From the first special ef- 
fect, you knew that there was 
something here that wasn't just 
stand-up comedy." 

Two days after he saw the 
movie, someone at Activision 
asked if he'd like to write a 
computer game based on the 
movie. He took a day to think 
about it. "To do justice to any 
game takes no less than 500 
hours of my time, and I was go- 
ing to get married in six weeks." 

His decision to do it was 
based partly on the fact that he 
had already been working on 
the game without knowing it. 
For a couple of months, Crane 
had been trying to develop a 
game that had something to do 
with equipping a car and driv- 
ing it around city streets, but it 
was going nowhere. "It was a 
game concept in search of a 
theme," he says. 

And the Ghostbusters theme 



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40 COMPUTE February 1985 



■» ■ 








fit perfectly. The theme song 
from the movie plays through- 
out the game (you can sing 
along by following the bouncing 
ball at the game's opening) as 
you buy a car and outfit it with 
equipment like ghost bait (to 
trap the marshmallow man) and 
a ghost vacuum (to suck up 
ghosts as you drive through the 
streets of the city). Buildings 
flashing red are ghost-ridden, 
and it's your job to maneuver 
each ghost into a ghost trap 
before he "slimes” you. The • 
game is won when you've cap- 
tured enough ghosts to enter 
Zuul. 

"It's an amazing coin- 
cidence that what I was doing 
followed the script of the movie. 

I was able to put the theme and 
game together in such a way 
that I could have what's really 
an original game concept that 
embodied the spirit of the movie." 

here were no coincidences 
I involved in the develop- 

ment of Infocom's com- 
puter game version of A 
Hitchhiker's Guide to the Galaxy, 
just a lot of mutual admiration. 
"Most people at Infocom were 
Hitchhiker's fans, and Douglas 
Adams [author of the book] was 
an Infocom game player," says 
Steve Meretzky. 

A Hitchhiker's Guide to the 



Galaxy is the story of Arthur 
Dent, an ordinary human being 
who is thrust into some rather 
extraordinary circumstances. 
After being told by Ford Prefect 
(an alien in disguise) that the 
earth is about to be destroyed, 
he hitches a ride on a Volgon 
spaceship, where he is tortured 
by having poetry read to him. 
Surviving that, he is ejected into 
space, and is rescued by the 
Heart of Gold, another space- 
ship, and brought to the planet 
Magrathea. Improbable things 
continue to happen as the zany 
plot unfolds. 

Meretzky, a program de- 
signer for Infocom, and Adams 
worked together to translate the 
book's themes, characters, and 
humor into a text adventure. 
"The game starts out following 
the book pretty closely, up to 
your arrival on the Volgon 
ship," he says. "From that 
point, until you get to the Heart 
of Gold, the general story line is 
pretty similar, but a lot of the 
more specific things that happen 
aren't the same things that hap- 
pen in the book. 

"By the time you get to the 
Heart of Gold, the story diverges 
almost completely from the 
story line of the book. But there 
are a number of things that are 
just sort of alluded to in the 
book that are gone into in much 
more detail in the game." 

Adams, whose home is in 
England, visited Meretzky at 
Infocom for about a week to 
map out the initial design of the 




Datasoft's The Dallas Quest and four from Epyx: Barbie, 9 To 5 Typing, 
Breakdance, and GI Joe. 

42 COM W February 1985 



game. They found that their cre- 
ative styles differed. Meretzky, 
who had previously designed 
Planetfall and Sorcerer for 
Infocom, usually came up with 
an overall concept for a game, 
then went back and filled in de- = 
tails. Adams did it the opposite * 
way — details first. z 

So they kept in constant ; 
contact via electronic mail as l 
Meretzky was programming, 
then met again in England for , 
some intense final sessions 
("We basically holed ourselves : 
up in a country inn and didn't ^ 
come out until we had finished " 7 
Meretzky found a differenc i 
kind of challenge in program- 
ming a game whose story line 
had basically been written by 
someone else. "In some ways 
it's easier, and in some ways it's 
harder," he says. "It's easier be- 
cause you have some constraint 
on the universe you're going tc 
be designing, and on the charac- 
ters you're going to be using, 
and a lot of the situations, and 
you don't have to come up with - 
as many ideas. 

"But on the other hand, 
there's more of a challenge be- 
cause you want to take advan- . 
tage of the features of an 
interactive game, and you don't 
want it to be just a translation 
of the book, because the book is 
necessarily linear. You want to 
take advantage of the features 
and the power of the computer 
to do something different." 









BRITAIN’S BIGGEST MICROCOMPUTER MAGAZINE 




DON’T PANIC! 
‘Hitch-hikerV arrives on disk 






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Hitch-hiker’s Guide 
to the Galaxy 

Are you searching for the meaning of Life, the Universe and Everything ? Forget it[ 
Tnnv Hetherinaton has found it in Infocom's humorous and impressive 
adaptation of Douglas Adams' Hitch-hiker’s Guide to the Galaxy. 



In 1978 a radio series was broadcast on 
Radio 4 called The Hitch-hiker's Guide 
to the Galaxy. There then followed a 
second series and a book of the same 
name. Then a second book was written 
which was followed by another. Mean- 
while it had become a television series 
and also a stage play. Now it's a 
computer game. 

It is, however, unlike any other 
computer game that I have played. 
Published by the American software 
house Infocom, The Hitch-hiker'sGuide 
to the Galaxy has all the trademarks of 
the excellent interactive fiction series, 
but there is a slight difference. 

The game disk is accompanied by the 
demolition orders for your home and 
planet, a 'Don't Panic' badge, a piece of 
fluff, a small polythene bag (with which 
to attack microscopic space fleets) and 
the exceedingly useful peril-sensitive 
sunglasses — which you naturally 
cannot see through. 

Adams is said to have enjoyed a 
number of Infocom's adventures and 
thought it would be a good idea to do 
one based on Hitch-hiker's. He initially 
contacted the company via a bulletin 
board and further discussions followed 

in a series of English pubs (which was 
cheaper, although response time may 
have been slower) before Steve Meret- 
sky was given the job of programming 
(Steve had previously written the In- 
focom adventures Planetfall and 
Sorcerer). 

The resulting game is a curious mix of 
the humour and imagination of Doug- 
las Adams and the depth and quality of 
an Infocom adventure. It is also a 
difficult adventure to solve. 

Strategy 

As with the other Infocom adventures 
Hitch-hiker's Guide consists of a series 



of logical problems which form the plot 
of a story in which you are the leading 
character. Your degree of success in 
tackling these problems determines the 
consequent route of the story. 

You play the part of Arthur Dent and 
awaken one morning in a darkened 
room to discover that you have a 
dreadful hangover. On clambering out 
of bed and taking an aspirin you begin 
to feel slightly better: the irony of your 
situation is that this day will turn out to 
be the worst day of your life. In the next 
half hour your house is due to be 
demolished by a bulldozer (because it's 
simply in the way) and the Earth is 
scheduled to be destroyed by a Vogon 
constructor fleet to make way for a 
hyperspace bypass. 

Just in time you and your friend, Ford 
Prefect, whom you always thought was 
from Guildford but is actually from a 
small planet near Betelgeuse, hitch a lift 
on the Vogon spaceship and the adven- 
ture continues. 

If you've seen any of the previous 
versions of Hitch-hiker's and are now 
assuming that the game has the same 
plot and solution, don't. You're in for 
quite a surprise. 

Although the characters are the 
same, and you'll come across similar 
creatures, places and situations, the 
difference is that you have to take a 
leading role rather than be lead through 
the action. A good comparison is The 
Hobbit by Melbourne House, wherein 
you play the part of Bilbo who is helped 
and lead through the story but takes the 
leading role in the game. 

Therefore, it's up to you to find the 
answers to the obstacles which are 
placed in your way: you do, however, 
have some help in the dubious form of 
the Hitch-hiker's Guide to the Galaxy. 
This is an electronic book that you can 



consult about many things — but don't 
be too surprised if the editor for the 
section you require was out at lunch 
when the guide was compiled. As 
already stated the problems which you 
have to solve are logical and have 
logical solutions— but only if you apply 
the rather strange logic that exists in 
Hitch-hiker's. 

To illustrate: the problem of getting a 
babel fish out of the babel fish dispen- 
ser. In the book and radio series Ford 
merely pops one into your ear but in the 
game you're not so lucky. After consult- 
ing the guide you realise that putting a 
babel fish in your ear is an excellent idea 
as it will allow you to understand and be 
understood by anyone or anything in 
the galaxy. 

Consequently you are determined to 
get one so you press the button on the 
dispenser, but the fish shoots out the 
slot across the room andthrough a hole 
in the wall. You notice that there's a 
hook above the hole, so you hang your 
dressing gown on the hook in order to 
block the hole, and try again. But this 
time the fish hits the gown and falls 
down a drain. Not to be defeated in your 
objective you cover it with a towel. 
However, when the next fish lands on 
the towel, before you've had time to do 
anything, a cleaning robot charges in, 
picks up the fish and disappears 
through a robot panel near the floor. 
After some frantic hair-pulling you 
borrow Ford's satchel and place it in 
front of the panel and confidently 
depress the button. 

Unfortunately, your lap of honour is 
interrupted by the following message: 
a single babel fish shoots out the slot. It 
sails across the room and hits the 
dressing gown. The fish slides down 
the sleeve of the gown and falls to the 
floor, landing on the towel. A split- 



13SFCW 



Illustration by Andrew Farley 




second later, a tiny cleaning robot 
whizzes across the floor, grabs the fish, 
and continues its breakneck pace to- 
wards a tiny robot panel at the base of 
the wall. The robot ploughs into the 
satchel, sending the babel fish flying 
through the air in a graceful arc. A small 
upper-half-of-the-room cleaning robot 
catches the babel fish and exits. 

Don’t be surprised if your computer 
acts strangely. At one stage I was 
informed that there was an exit to port 
but when I tried it, I was told that I 
couldn't go that way. In frustration I 
typed 'starboard' but was told that I 
could and had gone port and that it had 
lied before! 

And don't be too easily deterred: 
your progress through the game will 
undoubtedly improve as you tune into 
the game's 'brand of logic', a state 
which I only achieved half-way through 
the third sleepness night spent hitch- 
hiking. 

To help you get there, here's a brief 
description of some of the characters 
and creatures in Hitch-hiker's. 

Ford Prefect is a researcher for the 
guide but unfortunately stayed on earth 
slightly longerthan intended (sixyears) 
during which time he updated the 
guide's entry about earth from 'harm- 
less' to 'mostly harmless'. For some 
reason beyond his apprehension he 
saved you, Arthur Dent, from the 
earth's extinction but then recovered 
his senses. 

Together you are thrown into space 
by the Vogons where, just before you 



expire, you are picked up by the 
Improbability drive propelled space- 
ship,^ 'Heart of Gold'. The new owner 
of this ship is Zaphod Breeblebox 
whom you once saw looking normal at 
a party, but now he has two heads. He is 
also the president of the galaxy for 
which he got himself elected with the 
sole object of stealing the new Heart of 
Gold. 

On board ship you meet Trillian, 
whom you previously knew as Tricia 
MacMillian and first met at the same 
party. This is an incredibly improbable 
situation but, after all, the Heart of Gold 
is driven by the Improbability Drive. 

The ship is also populated by pro- 
ducts of the Sirius Cybernetics Corpora- 
tion whose attempts to install Genuine 
People Personalities into machinery 
has unhappily resulted in Marvin the 
paranoid robot and an overprotective 
computer called 'Eddie'. 

During your adventures you will also 
meet the Vogon captain who is green 
and blubbery and recites poetry 
(aaagh!), a warlike alien wearing black- 
jewelled battle shorts, and the incred- 
ibly stupid but equally dangerous and 
ravenous bugblatter beast of Traal. This 
incredibly stupid monster thinks that if 
you can't see it, it can't see you! 

If you try something a little silly 
(which could be the answer, so it's 
always worth a try), it doesn't respond 
with the all-too-usual 'You can't do 
that.' Instead it either gives you a 
helpful error message or passes a 
comment which can rangefrom 'You're 



letting things get to you too much, try 
and relax' through to 'Are you sure 
you're allowed to be playing with this 
computer?' 

Well, how do you solve the problems 
in Hitch-hikers 7 Here are a few tips that 
I've gleaned from the game. 

Once you have tuned into the game's 
peculiar logic, you should ensure that 
you read everything carefully (includ- 
ing this review). Every word and object 
in Hitch-hiker's are there fora reason- 
even if the reason is only to confuse 
you. Also you should consult the guide 
about anything and everything as it 
contains some important hints. Be 
prepared to try anything no matter how 
dangerous or silly it may at first seem; 
but before you do, use the game's save 
facility so that you can restore it if things 
don't turn out too well. 

Finally, don't assume for one 
moment that the game is the same as 
the book or radio series; even your 
main objective is different. 

Prices and availability 

The Hitch-hiker’s Guide to the Galaxy is 
available on disk for numerous 
machines including the IBM PC (this 
was the version used for the review 
copy), Apple II, Macintosh, DEC Rain- 
bow, HP150 and 110, Commodore 64 
and Atari. Most versions cost £34.50 
with the last two being slightly cheaper 
at £30.20. 

Documentation 

The guide is in a class of its own and 
even contains footnotes to its entries. 
These, of course, can be read and 
usually contradict what the guide has 
just told you. Just for fun I decided to 
read through the footnotes. When I 
came to footnote 10 the computer 
responded with: 'Isn't it fun reading 
through the footnotes?' 

Conclusion 

The Hitch-hiker's Guide to the Galaxy is 
the first Infocom adventure to have a 
strong outside influence in the shape of 
Douglas Adams. This has undoubtedly 
improved an already impressive format 
and produced a genuinely funny and 
challenging game. Infocom classes 
Hitch-hiker's as a Standard Level game 
but it's hard Standard and more difficult 
to solve than some of the company's 
Advanced material. * 

There will be two groups of people 
who will particularly relish this game: 
the 'Hitch-hikers' for whom this will be 
their first Infocom adventure; and the 
Infocom adventurers who will be 
introduced to the humour of Adams. 
Those lucky people who already know 
both won't be disappointed. 

Last but not least, the Washington 
Post once said: 'If it's 2am it must be 
Infocom.' On the experience of the last 
few days I'd like to add: 'If it's 4am it 
must be Hitch-hiker's. 



UK distributors include Softsel on (01 
844 2040. mm 



PCW137 




Wilderness 



best-seller of the same name. Secret agent 
John Preston, the only man who can save 
the world from nuclear winter, ventures 
forth to catch spies, nab defectors, solve 
murders, and, ultimately, stop an atomic 
bomb from exploding. 

Players familiar with parser-driven 
games (in which commands are typed) will 
find the play mechanics of this game dra- 
matically different. You enter a command 
by pointing the cursor at an icon (a pictori- 
al symbol) that corresponds to the desired 
action. The resulting rapid interaction pro- 
vides the same breathless quality that 
made the novel such a page-turner. 



HACKER 

Activision, by Steve Cartwright; Atari $25, 
C-64 $30, Apple II $40 

If you’re bored with the slow progress of 
most adventure games (and all that typ- 
ing), this game, with its menu options and 
joystick control, offers something com- 
pletely different. 

To launch you on your way, an unex- 
plained glitch throws you into a secret 
computer network where unknown forces 
are putting together a potentially cata- 
strophic experiment. Your mission is to 
travel a network of tunnels via robot scout, 
negotiate with spies, and piece together a 
shredded document that will help stop the 
experiment before it begins. Using a joy- 
stick to operate the robot and the keyboard 
for other actions, the player must make 
note of every shred of data he finds to 
learn the secret before the bad guys take 
over the world. 

THE HITCHHIKER’S GUIDE 
TO THE GALAXY 

Infocom, by Douglas Adams and Steven 
Meretsky; most systems $35-$40 
This all-text adventure, based on Douglas 
Adams’s science-fiction romp and co-writ- 
ten by Adams himself, is the most popular 
and the most controversial interactive fic- 
tion program of 1985. Fans of Adams’s off- 
the-wall humor laud the game for 
capturing the book’s zany quality, while 
the quirkiness— and unsolvability— of 
• some of the game’s puzzles infuriates oth- 
er players. The unsolvable puzzles are few, 
however, and do not interfere with overall 
playability. 

Like the book, the game starts as the 
mild-mannered Arthur Dent finds out that 
the earth is about to be destroyed to make 
way for an intergalactic highway. But the 
adventure diverges significantly as the 





plot unfolds, and knowledge of the novel is 
not a prerequisite. The game boasts the 
most hapless hero and some of the most 
fascinatingly bizarre aliens ever collected 
in one adventure. (April 1985) 



PHANTASIE 

Strategic Simulations, by Winston Douglas 
Wood; C-64. Apple II $40 
There are dangers both above and below 
ground in this multiple-character role-play- 
ing fantasy adventure. The player chooses 
a party of six characters, some human, 
some not, and assigns various qualities to 
each, including the ability to learn and cast 
spells. Before setting out in search of the 
nine rings that will end the reign of the 
Dark Lord, the characters are equipped 
with the player’s choice of a hundred dif- 
ferent weapons and armors, and may be 
taught any of 54 spells. Once on the road, 
the search party may find treasures or 
monsters, fresh supplies or dungeons. 

The dungeon graphics — a maze of tun- 
nels viewed from above and revealed a lit- 
tle at a time — are stored on the flip side of 
the disk, leaving plenty of disk memory for 
other aspects of the game (and for saving 
games in progress). This is an exceptional- 
ly well planned and executed game in ev- 
ery detail. 



SHERLOCK HOLMES IN 
“ANOTHER BOW” 

Bantam, by Peter Golden: Apple II, IBM, 
Macintosh $40. C-64 $35 
While sailing aboard a luxury cruise ship 
just after World War I, Holmes must solve 
six baffling cases by interviewing such lu- 
minaries as Edison. Picasso, Henry Ford, 
Baron de Rothschild, Louis Armstrong, 
Gertrude Stein. Lady Astor, and, of course, 
his trusted friend John Watson, M.D. 

This is a parser-driven (keyboard-entry) 
mystery adventure with original and ex- 
tremely effective graphics. Drawn like pe- 
riod-style woodcuts, the illustrations give 
the game a uniquely appropriate and be- 
lievable setting for the world’s greatest de- 
tective and his forensic miracles. Watson's 
comments to Holmes, even when the detec- 
tive (i.e., the player) is being obtuse, are re- 
markable in capturing the distinctive 
flavor of the Conan Doyle stories. 



SUSPECT 



Infocom, by Dave Leblinjf; most systems 
$35- $40 



Like Infocom's first two all-text whodunits 
(Deadline and Witness), Suspect features 
breezy, evocative writing and a convoluted 
plot. Your character, a reporter, has been 
invited to a Halloween bash hosted by a 
friend, Veronica Ashcroft Wellman, at her 
plush estate. During the party she is stran- 
gled, and you find yourself the prime sus- 
pect. You have only a few hours (which 
elapse roughly at the rate of one minute 



for each command you enter) to find the 
true murderer by searching the house for 
clues and interviewing the guests. The 
trouble is, most of the guests are wearing 
Halloween costumes that make it hard to 
tell who’s who, and the murderer, of 
course, plays fast and loose with the truth. 

This “advanced level’’ game, by the co- 
creator of the classic Zork trilogy, is a su- 
preme test for armchair sleuths. 

THE TRACER SANCTION 

Activision, by Interplay; C-64 $30 
The interstellar criminal known as The 
Wing is at large somewhere in the galaxy, 
and you are assigned to find him and bring 
him to justice. You start on the planet 
Mongo with just enough fuel to get to the 
nearest planet. There you must find a way 
to buy more fuel to continue on to the next 
planet. As you move from planet to planet, 
learning more about your quarry, you 
must repeatedly solve the problem of refu- 
eling your spacecraft. 

This game features beautiful graphics 
with many animated details, a witty, well- 
written text, and a choice of endings, re- 
quiring the player to make a ticklish moral 
decision concerning the fate of The Wing. 

Commands are entered via the keyboard 
as usual, but in a benevolent gesture that 
will be appreciated by one-finger typists, 
most repeated commands (such as GET. ex- 
amine. open. TALK, and others, plus all di- 
rections) may be entered with a single 
key-press. 

The puzzles are tricky, but solvable 
through logic and common sense. Since 
making a mistake will often end the game, 
we advise you to save game often. 

WILDERNESS 

Electric Transit, by Wesley Huntress and 
Charles Kuhlhase; Apple II $50 
Although classifiable as an adventure 
game, this one is like no other. Your plane 
has crashed in the mountains, and by using 
various survival techniques you must lo- 
cate an outpost and make your way there 
without dying of exposure or being eaten 
by wild animals. The program is accompa- 
nied by a 115-page book full of advice on 
how to find food in the wild and make sure 
it’s safe to eat, how to find or make shel- 
ter, how to use a compass and navigate by 
the sun and stars, and hundreds of other 
lifesaving tidbits. 

The program keeps track of food and 
other supplies, and constantly monitors 
your body systems and the outside temper- 
ature. You can move around for a 360° 
view, and a special on-screen topological 
map helps you plot your best route. 

Some players may consider this more a 
survival tutorial than a game, and in fact 
no fantastic scenes, freaky aliens, snappy 
wisecracks, or artificial problems spice the 
play. But those looking for a serious life- 
like challenge will find Wilderness an en- 
joyable experience. 



GAMES DECEMBER 1985 51 






I/WC 



EL PASO, TX. 
HERALD-POST 

D. 35,000 

EL PASO METROPOLITAN AREA 

JAN 4 »98o 




firm. The firm is interested, so Manilow 
plans to continue writing. 



By Michelle Martin 

Herald-Post entertainment reporter 



B arry Manilow was ready to take a 
chance again. 

After 25 consecutive hits on the pop 
music charts, Manilow tried something 
different. He made an original jazz album, “2 
a.m. Paradise Cafe,” with jazz greats Gerry 
Mulligan, Mundell Lowe, Bill Mays, George 
Duvivier, the late Shelly Manne, Sarah 
Vaughan and Mel Tonne. 

Manilow will be appearing at 8 p.m. 

Tuesday at the Pan American Center in Las 
Cruces. 

“ 'Paradise Cafe’ was an enormous thrill 
for me because I took a chance,” Manilow 
said in a telephone interview from New 
Orleans. The album went gold two weeks 
after it was released. 

Nearly two years ago, after Manilow’s tour 
for his 7< Greatest Hits II album,” Manilow 
retreated to his Bel Air, Calif., home. “This 
vacation is probably the most productive I've 
ever had,” he said. 

While on vacation, he began playing 
different kinds of tunes on the piano — the 
kind you hear late at night in a nightclub. 

Before then, his. tunes were the kind you 
hear on many radio stations, commercials 
and movie soundtracks — songs like 
“Mandy,” “I Write the Songs, “Read ’Em 
and Weep,” “Ready to Take a Chance 
Again,” from the movie “Foul Play” or 
“State Farm Is There" from the commercial 
promoting State Farm insurance. 

Then he decided to write jazz songs for 
an album — something he had wanted to 
do for a long time. 

He wrote the music and his regular 
songwriters wrote the bluesy lyrics. He hired 
some of the best jazz musicians around to 
support the work: Mulligan on saxophone, 
Lowe on guitar, Mays on keyboards, Duvivier 
on bass and Manne on percussion. 

Torme and Vaughan sang duets with him. 
The musicians spent about two days 
rehearsing, and songs were recorded during 
those rehearsal periods, Manilow said. On the 
third day, he told everyone that he wanted to 
put the songs in order. 

They all started playing, one song after 
another. Manilow had the tape recorder on, 
but the musicians never stopped between the 
songs. One tune flowed into another. The 
album was the live taping of that unexpected 
session, he said. 

“I didn’t plan on doing it that way. 
Forty-eight minutes later, it was done. It .. 
felt very comfortable to do,” he said. 
Vaughan’s voice was later dubbed onto the 
record. 



The success of “2 a.m. Paradise Cafe” was 
surprising, he said. Now he plans to do a 
similar album. 

But he isn’t stopping there. Manilow, 38, 
has several other things cooking. First off, 
he plans to be acting in a movie called 
“Copacabana,” named after his famous song. 

Filming on the TV movie is set for March. 
“I play Tony. We still haven’t cast Lola yet.” 
The movie has the same storyline as the song 
— two men fight over Lola, a dancer at the 
Copacabana in Cuba. 

The movie will be set in Cuba, but filmed 
in New York and Miami, Manilow said. “It’s 
exciting. It’s CBS' first movie musical ever.” 

Manilow has been taking acting lessons for 
four years and said he is excited to begin 
putting them to use. 

In addition, Manilow has been named 
National Chairman for Youth and 
Voluntarism for the United Way. “I give a 
lot of free tickets to concerts.” he said, and 
he wrote a song, “One Voice,” for the United 
Way. 

Another project Manilow is involved in is 
writing a book. He wrote several pages of his 
autobiography and gave it to a publishing 



“1 discovered a word processor. I love it 
better than my piano,” he said, laughing. 

“I’m glued to my computer. I’m hooked. I 
just found this new game caUecLHitchhiker 
Guide to the Galaxy,” he said, laughing some 
more. 

He isn’t hpoked enough to begin writing 
music on his computer, however. “My music 
is something else. I like writing songs the old 
fashioned way on my piano.” 

That’s not all. Now he is involved in a 
suit to kick Raquel Welch and her husband 
out of his New York City condominium. 

Welch has been renting the condo two to 
three years, he said. She wants to buy it, 

“but she can’t afford it,” he added. He didn’t 
reveal the price. 

The condo “is like my absolute fant&sy. 

It’s the greatest apartment you’ve ever seen 
in your life. It’s the best bachelor’s 
apartment. 

“It’s so annoying” that Welch doesn’t want 
to leave the apartment, he said. “I really 
hate to get legal.” Her lease was up in 
September. 

Meanwhile, Manilow is going to finish his 
tour so he can prepare for the “Copacabana” 
filming. “This show is really good. It’s been 
a long time. It’s getting better every night. I 
can’t wait to get on the stage. The band is so 
hot” 

Barry Manilow will be appearing at 8 p.m. 
Tuesday in the Pan American Center. Tickets 
are 815 and $12.50, $1 more at Ticketm aster. 



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Each program must be 
simple for the user to | 

-handle, and have depth off 
playing content so users j. 

will play the games again 
and again. 



Douglas Adams (above, left), co-designer 
of Hitchhiker’s Guide to the Galaxy, and 
Steve Meretzky are two of the software 
authors who have helped put Infocom 
on the front line of the “Softsel Hot List.” 
The bookish Zork trilogy is so tough, hint 
booklets are now available - in invisible 
ink, but players get decoder pens. 



After spectacular beginnings just three 
or four years ago, many of the entertain- 
ment software manufacturers ran into 
hard, hard times. The last year has been 
one of revamping and switching tactics 
for several companies; those who fore- 
cast the direction of the games market are 
still racking up figures in the profit col- 
umn. Jim McCullaugh, who follows the 
trends as editor of the retail trade publi- 
cation, Home Computer and Software 
Merchandising, likened the software en- 
tertainment industry to the record busi- 
ness. Noting that beyond the first hit rec- 
ord there must be new ones coming up 
the charts as the hit falls, he commented 
that this was the one key mistake many 
software companies made. Another was 
bringing out an army of clones resem- 
bling the genuine hits such as Pac-Man 
and Donkey Kong. 

The most successful companies do not 
follow the pack. Marc S. Blank, vice 
president of Infocom, which had nine 
games out of the top 20 on one recent 
“Softsel Hot List,” confirmed: “You 
won’t see Infocom following a trend.” 
Starting with the all-time bestselling 
game, Zork 1 (created on M.I.T.’s main- 
frame, and then translated for micro- 
computers), the company followed with 
Zork II, Zork III, Deadline, Seastalker 
(for youngsters), and many other works 



Millionaire and Tycoon (a commodity 
market simulation) are played in 
schools. In the company’s newest re- 
lease, Squire, players slip in their real- 
life circumstances - with the goal of 
reaching financial independence and re- 
tiring within 20 years. 

Electronic Arts, which brought out the 
revolutionary Pinball Construction Set a 
few years ago, has a basic product phi- 
losophy which holds for most successful 
software companies. “Our products must 
be simple, hot, and deep,” explained di- 
rector of public relations, Terrylynn 
Pearson. Each program must be simple 
for the user to handle; have a uniqueness 
which makes it a “hot” (sought after) 
item; and depth of playing content so 
users will play the games again and 
again. The company’s first game, Pin- 
ball Construction Set, was a multi- 
award-winning landmark: it was the first 
game a player could custom edit. The 
programming, very sophisticated for the 
time, allowed users to design their own 
pinball fields, having the option to add 
extra flippers and inflate the point value 
of bumpers, or otherwise rig the game 
for their benefit. 



for book-reading computer-users who 
enjoy being the hero/heroine of a novel. 
After 400 players called in one day to get 
hints for Zork, company officials pub- 
lished a book of hints written in invisible 
ink (which came with a decoder pen). 
This company’s approach to business is 
reflected in its sales figures: sales last 
year hit $6 million, up 264 percent from 
its first year, 1982. 

Robert Slapin, president and founder 
of the thriving Blue Chip company 
which offers Millionaire, Tycoon, and 
Squire, doesn’t believe in games. He be- 
lieves in presenting dry information in an 
entertaining manner. Slapin recalled 
watching Millionaire creep up the charts 
during the last year and a-half, each time 
the game market took a turn for the 
worse. (More than 60,000 copies of this 
$59.59 game have been sold thus far.) 





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BUILDING HI I'l l U COMMUNICATIONS WOKCDWIDI'. 




gram, Telarium reports that Bradbury 
has “very definite ideas about the role of 
computers in literature. . . By populariz- 
ing his works using other media — such as 
radio, movies, TV, and computers — 
Bradbury hopes to bring books to more 
and more people. If playing the sequel to 
Fahrenheit 451 piques your interest and 
leads you to the rest of his works, he’ll 
have succeeded.” 

I hope players will go back to the book 
version to see what they have missed. As 
literature, this electronic work deserves 
to be marked down to somewhere 
around Fahrenheit 17, which is the point 
at which my mind numbs. 

As an adventure game, though, it is 
entertaining, and probably would attract 
a following without its tie to a 32-year-old 
classic of science fiction. It is reasonably 
challenging, and it does not require too 
much suspension ' 

of belief in the or- 
dinary rules of log- 
ic. And it is cer- 
tainly several 
levels of sophisti- 
cation above earli- 
er generations of 
adventure games. 

Dragonworld 

Dragonworld, 
another Telarium 
game, by success- 
ful fantasy authors 
Byron Preiss and 
Michael Reaves, is 
an adventure set in 
the land of Sim- 
bala and starring 
Amsel of Fandora, 
the Duke of Dark- 



There is a 
tremendous 
difference between 
a work by the 
author of the book, 
and a work based 
on a novel of the 
same name 



to give me a tour of the island, and found 
nothing but a bunch of logs and some 
vines. Aha! “Build a raft,” I told the 
computer. “HOW WILL YOU BUILD 
IT?” the Dragonworld disk responded. 
“Make a raft with the logs and vines,” I 
answered, and it did. 

The top third of the screen is given 
over to a set of pictures in a triptych. 
When you are sailing in the boat, the 
center frame shows your craft, and the 
left and right frames show ocean. On 
land, you can usually see the view left, 
right, and ahead. As with the other Telar- 
ium graphics and text games, the pic- 
tures can be turned off — with little loss to 
serious adventure players. 

A little later on, in the middle of the 
forest at Simbala, I hear a “windship” 
floating by, and the program helpfully 
suggests I signal it and ask for a lift. I 

try calling to it, 
"" and the program 
drops a broad 
hint: “WHERE 

THERE IS FIRE, 
THERE IS 
SMOKE.” How 
do you light a fire? 
Well, you might 
try using the mag- 
nifying glass you’ll 
find if you look in 
your bag. 

There are three 
arcade-like games 
within the text ad- 
venture, including 
a scene where you 
must destroy at- 
tacking bats, and 
another where you 
are trying to catch 



ness, Thalos the Armorer, Hawkwind, 
and the kidnapped Last Dragon, the ob- 
ject of your quest. It is a place of magic 
spells and secret codes and an entertain- 
ing world for fans of Dungeons and 
Dragons. 

While such a fantastic scenario proba- 
bly has a more limited audience than a 
Ray Bradbury title, even those “read- 
ers” who’ve never heard of dungeons or 
dragons would likely, be charmed by the 
open sense of joy and adventure dis- 
played in much of the work. The product 
would seem to be aimed at youngsters 
through their mid- to late teens, although 
there is no age group mentioned on the 
packaging. I was impressed with the logi- 
cal challenges presented by most of the 
puzzles, even in a world of fantasy. For 
example, the opening scenario puts you 
in a boat heading for the land of Simbala 
to rescue the good Last Dragon from the 
forces of evil. Perhaps it was merely my 
seamanship, but I quickly ran my sail- 
boat aground and saw the vessel 
smashed to pieces on the rocks of a de- 
serted island. I instructed the computer 



jewels. The games are not very challeng 
ing, but they do provide a bit of a break 
in pace. The program also allows you to 
conduct practice sessions with the ar- 
cade games before entering into the ad- 
venture for real. The arcade games can 
be played from the keyboard or with a 
joystick. 

Dragonworld, then, seems a worthy 
product for fantasy game lovers, requir- 
ing a bit of logical thinking. It comes in a 
handsome package with a map of the 
netherworld of Simbala and instructions 
on parchment-like paper. Also included 
is a colorful translucent fantasy picture 
that can be mounted on a window 

Indiana Jonas In the Lost Kingdom 

“Nobody told Indiana Jones the piles. 
And no one will tell you,” declares the 
cover blurbs for Mindscape’s Indiana 
Jones in the Lost Kingdom. This is es- 
sentially true — there are no significant in- 
structions with this package other than 
those necessary for loading and starting 
the game. (There are some very sophisti- 
cated and expensive databases and 



spreadsheets that offer the same sort of 
nonassistance, although the joke is not 
half as funny.) 

The game itself is a set of arcade-like 
puzzles that you must solve, using a joy- 
stick and not the keyboard. I think it is 
fair to say that the game is neither by the 
authors of the movie, nor even based on 
the movie. Instead, it is sort of inspired 
by the movie. The opening scene, pre- 
ceded by a competent rendition of the 
Raiders of the Lost Ark theme song, is a 
mind-boggling pyramid with various 
traps arid terrors of the sort Indiana 
Jones seems to enjoy. There are three 
levels of play, and you can practice on 
any one of the scenes in any order, al- 
though the only way to “solve” the com- 
plete puzzle is to pass through the six 
screens in sequence. Mindscape also 
promises some unusual surprise for 
those who make it through all six: your 
faithful reviewer did not come close 
enough to gain even a hint of what this 
might be. 

Mindscape offers two types of assis- 
tance to bewildered players — a set of six 
vague clues that can be read from a book 
with the aid of a secret decoding device, 
and an unusual 24-hour hint hotline that 
can provide some very specific answers 
for each of the six puzzles of the game. 
You can call the number ( not a toll-free 
call) and punch in the code for the solu- 
tion you want; if your phone is not a 
touch-tone device, the company claims 
to have operators on duty during busi- 
ness hours Monday through Friday. 

I called in three times during my week- 
end of interactive fiction, and got such 
clues as, “Use the cane to fight off the 
bats, touch the white ball. Keep going 
until all of the colors are transferred. 
Leave the screen by the left side.” I fol- 
lowed all of the hints, but I never did win 
the heart of the damsel in distress. 

Mindscape has done a decent job of 
presenting puzzles that an inventive and 
experienced arcade game player should 
be able to figure out, even without any 
instructions. The availability of the 24- 
hour clue hotline is interesting, but two 
points should be made here: first, par- 
ents might want to consider the cost of 
long-distance calls in with the price of the 
game, and second, competitive players 
might prefer not to suspect that friends 
may have used Ma Bell instead of hours 
of practice to zip through the puzzles. 

■ Hltchhlkor'* Oukte to fha Galaxy 

I did not have to go any further than 
the opening scene of Infocom’s Hitchhik- 
er’s Guide to the Galaxy to realize that 
author Douglas Adams was very much 
involved in the authorship of this elec- 
tronic book. I kept imagining my IBM 
PC was gigglin g. This game is every bit 
as charmingly maddening as any of Ad- 
ams’ books, including his current best- 



MARCH 15. 1985 



97 



seller, So Long, and Thanks for All the 
Fish. In fact, whole sections of the game 
seem to be lifted from the Hitchhiker 
novel — you might even want to use the 
book as a guide to the guidebook. 

The story involves the escape from 
Earth of one Arthur Dent. His home 
planet has been demolished by a con- 
struction crew from Vogon as they 
cleared the way for a new hyperspace 
bypass. Throughout your travels, you 
carry your copy of the Hitchhiker's 
Guide to the Galaxy, which is filled with 
strange and occasionally helpful informa- 
tion about the unusual galaxies in which 
you find yourself. 

The program comes packed with a 
bunch of essential goodies for any gal- 
axy-wise traveler, including a package of 
fluff (“Goes anywhere,” Adams tells the 
reader, “under the bed, behind the com- 
mode, at the bottom of your pocket, in- 
side your navel!”); a red “Don’t Panic!” 
button (“Perfect for those times when 
your planet is being bombarded by laser 
beams, your toaster starts talking to you, 
and traces of radioactivity are discov- 
ered in your breakfast cereal!”) and a 
handsomely wrapped Microscopic 
Space Fleet (“Just the thing for attacking 
microscopic civilizations.”) Also inside 
is a lavishly illustrated, bizarre instruc- 
tion manual by Adams (and his co-author 
for the electronic edition, Steven 
Mertzky.) 

This is at heart your basic Infocom 
text-only game, one that relies solely on 
the imagination of the reader. The game 
uses Infocom 's well-honed simulation of 
conversation that includes a more than 
adequate vocabulary for most users. 
You can talk directly to any of the char- 
acters you encounter in the game by 
starting a sentence with his or her (or its) 
name; if your statement is obscure, the 
program will attempt to make sense of it 
rather than merely rejecting the input. 

Beyond the technical polish, however, 
Hitchhiker’s Guide stands out from other 
adventure games because of the way it 
integrates the book’s author’s unique 
and entertaining style into the interactive 
electronic format. Instead of stripping 
the work down to “fit” onto a computer, 
Adams and Meretzky transform the 
work to make the most of the new medi- 
um’s capabilities — specifically, interacti- 
vity' In one instance, when the computer 
responded to an unwise request for a 
drink of mineral water, I was treated to a 
screenful of fanciful Adamsian prose, ex- 
plaining how something I’d done earlier 
eventually led to universal peace, before 
the computer finally informed me that 
none of it mattered because I was dead. 

These touches help create a “Hitch- 
hikers Guide” state of mind in the play- 
er-quirky, irreverent, and lots of fun. 
Another example: At one point playing 
the game I came to a hallway with two 



doors. I told the computer I wanted to go 
south into the engine room. “YOU 
DON’T REALLY WANT TO GO 
THERE, DO YOU?” the program re- 
sponded. For some reason, I really did, 
and I told the computer that. “REAL- 
LY?” Adams/Meretzky/IBM PC asked. 
Yes, really, I responded. “BUT ARE 
YOU SURE?” Yes, dam it, I said, and 
this time the computer said, “OKAY,” 



and let me into the room. Sure enough, in 
the room there were a half dozen inter- 
esting things to collect and put into my 
satchel. 

You don’t have to be loony to play this 
game, but it sure helps to feel that way. 
Infocom’s Hitchhiker’s Guide to the Gal- 
axy is the first true electronic book I have 
“read” that is worthy of a place on any 
electronic bookshelf. 



' - - * *i 

Just in Time for Taxes 



r 



■j >> ; 



J. K. LASSER’S YOUR INCOME j you figure specific line entries, and 
TAX J. K. Lasser Institute and Amber then enters the figures on the form for 
Systems, Inc. Simon & Schuster, y. you, it would be more helpful if it some- 
$79.95. ISBN 0-671-53213-8 (IBM PC < how retained a record of your calcula* ' 
and XT). *- - ‘ v- ; tions which could then be reviewed 

Simon & Schuster has been publishing when you checked your work. And the 
this yearly tax guide in book form for 48 computation function (that is, tallying 
years, to the tune of 27 million copies. I sums from the entries made on the 
Unfortunately, the software version is-> forms) works only after the entire form 
npt yet as polished as its print prede- . has been filled out; intermediate results . 
cessor, which comes with the program, such as Total Income (line 23) or Ad- 
‘ , Y1T has two modules, one for tax ; justed Gross Income (line 32) are un- 
preparation and one for tax planning. ; available. / , . .. 

They are actually two distinct pro- Y v /The program can print its findings eir*: 
grams that alas, do not share data. Us- v ther in full or as entries in the appropri-;, 
ers who want to take information ate places pp tax forms, if you have tax 
gleaned from the preparation module forms that will go through your printer , .1 
and put it into the planning module wflj i Otherwise, you will have to enter your 
be sorely disappointed. The prepara- ^.results in the correct forms by hand,? 
tion program does the basic job of com* since the IRS will pot accept printouts,? 
puting your taxes from information thaf^Vi The lax planning module permits the', 
you provide much as you would on reg^creation pf up to 15 tax plans of from: 
ular tax schedules. After filling out an y one to five years each; Basically, it is a ; 
on-screen questionnaire that , corre-^ summary of the major headings of the 
sponds to the top of Form 1040, you are tax preparation forms; into which you ; 
given a menu of tax schedules to pick ^ enter your income and expense esti-’ 
from, including the 1040, Schedule C mates. The' program calculates the tax? 
for business income, and all of the oth- ’] consequences * of each, so you can r « 
er usual forms required for itemized de^*; quickly see the effect of deferring in-' 
ductions; totals from all the secondary -j come, for example, or of switching in- 
schedules are automatically posted to j vestments to tax-free bonds, including' 
the 1040. . . t * ~ s i , ; - i the " Alternate Minimum Tax conse- 

- The array of various schedules nec- ' quences. It does not include individual;, 
essary to complete your return can be schedules, only; the total taxes. While, 
confusing, so the screen display helps, that’s all you really need, it -would 
. you keep track of where you are in tfic V nonetheless be convenient to have a re- r - 
process and what steps you can take j cord of the individual amounts that are" 
next. Across the top of every screen is j added to reach a given total. ’ - - - > 

’ a banner denoting which form is iniise, ; All in all (YoUr Income Tax is fairly ^ 
’plus a reference to the appropriate sec- 'helpful and easy to use, especially. con-4 
tion of the Lasser book. The bottom of /- sidering the subject matter. But it could 
the screen tells which Auctions are us-' 4J>p more jo, .jS&S has already an- ' 
able at any given' time; functions in- | nounced plans to update the program" 
elude a help function and a calculator ^ next year to include any changes in the 1 : 
as well as standard computation and/? tax laws, One can only hope that the’ 
storage features. -4 •, y r *4-' ? . ^publisfier wfll also take the opportunity • 
Some of these functions look more <|fr make the program even more useful ; 
helpful than they ultimately turn out fr y fry ; improving the help ‘and error mes-lf 
be, however; The help messages arpn 1 ! £ sages knit more: effectively integrating 
particularly useful,, rarely offering any £ the valuable guidance of the book into? 




98 



PW/ SOFTWARE PUBLISHING & SELLING 




62 Pittsburgh/Dexmbcr 1964 ~ — -- ■ 






t’s that time of year again when spirits 
droop and your activity calendar is 
whiter than the snow covering thecity. 
It’s easy to craw-1 into bed, pull the blankets 
over your head and hibernate. 

But there are other ways to survive Pitts- 
burgh’s heavy snowfalls and freezing 
temperatures. The city offers plenty of 
things to do that are guaranteed to keep 
your circulation going until the spring thaw. 
You just have to look around for something 
to do that strikes your fancy. 

We’ve compiled a sampling of some 
winter activities— both indoor and 
out— that will keep you warm and enter- 
tained during the chilly days ahead. So, 
don’t just sit back, sip your hot cocoa, and 
complain about the weather and being 
bored. Put some fun into your winter... 

Book Warms? 

If you’re not one for braving frigid 
temperatures and slippery sidewalks, the 
best activity for you might be to curl up on 



the couch in front of a roaring fireplace with 
a good book. You’ll have to supply the 
fireplace but Jay Dantry, one of our trusty 
local bookshop owners, surveyed his 
stocked shelves seeking the season’s hottest 
topics. He discovered these: 

The Talisman by Stephen King &. Peter 
Straub 

Churchill & Roosevelt: The Complete 
Correspondence 

Collected Stories by Gabriel Garcia 
Marquez 

Lives of the Poets by E.L Ductorow 
Home Before Dark: A Biographical Memoir 
of John Cheever by daughter Susan 
Son of the Morning Star: Custer and the Little 
Big Horn by Evan S. Connell 
Strong Medicine by Arthur Hailey 
Getting to Know the General: The Story of 
an Involvement by Graham Greene 
lacocca: An Autobiography by Lee Iacocca 
Mr. Noon by D.H. Lawrence (A auto- 
biographical novel that was “lost” for many 
years.) 












PittsburF* 

Pittskrorgh, 

M. 



»A. 



Dr: i::i 






Games People Play 

One of the best activities for the great in- 
doors is to settle down for a long winter’s ses- 
sion with a board game and a few friends. 
Despite the rage in electronic play gadgets, 
board games have maintained their 
popularity and have grown in sophistica- 
tion since the creation of age-old Monopoly 
and Clue. 

According to Fred Woelker, owner of 
Games Unlimited in Squirrel Hill, two fields 
of play are prominent this season— trivia 
and mystery. And the games are geared 
more for adults than children. 

Trivial Pursuit is probably the most talked 
about property on the shelves today , but it is 
being joined by trivia games on just about 
every subject known to man. Games such as 
“Rock Trivia,” “The People Magazine 
Trivia Game,” “ Ripley’s Believe It or Not,” 
“The Time Magazine Game,” “Bible 
Trivia,” “The TV Guide Game” and “Pur- 
suit of Pittsburgh Trivia” (created by native 
Pittsburghers) are popular sellers along with 
the spin-off companion additions to Trivial 
Pursuit (Silverscreen, Baby Boomers, and 
All-Time Sports). 

The mystery category has created a crowd 
of Sherlock Holmes, Ellery Queens and 
Miss Marples throughout the city. These 
games range from simple “whodunits” to 
complex role-playing situations that can 
turn a dull, chilly evening into heated fun. 
The “most popular” list for aspiring sleuths 
includes “Consulting Detective,” “Twelfth 
Night Murder,” “221 B Baker Street,” 
“Murder by Proxy,” “Watersdown Affair,” 
“Murder at the Mission,” “Scotland Y ard,” 
and “The Grapes of Frath.” 

Any or all of these games are guaranteed 
to put you in good humor, so you might not 
even notice the winter months passing. 



Out of this World 

If you really want to escape the ice and 
cold of Pittsburgh this winter, at least for a 
little while, take a guided tour of the galaxy 
with “The Hitchhiker’s Guide to the 
Galaxy.” This newest work of interactive 
fiction ffom \Infocom , one of the leading 
companies for computer games, has been 
wrinen by Douglas Adams, the creator of 
the original book, and Steve Meretzky. 

You’ll have a variety of interplanetary 
adventures and meet a vast cast of in- 
tergalactic characters as you ride around the 
galaxy, fleeing the final extinction of earth 
and seeking the meaning of life. 

What’s the object of the game? According 
to Meretzky, “Stay alive. Don’t panic. And 
have a good time." 

“The Hitchhiker’s Guide to the Galaxy” 
will be available in various game and book 
stores in the Pittsburgh area in early 
December. 

A Space Odyssey 

Buhl Science Center brings the heavens a 
bit closer to Pittsburgh this season with its 



fabulous sky shows and laser light ex- 
travaganzas. During the Christmas holiday, 
Buhl will present several special seasonal 
shows that you and your family won’t want 
to miss. 

For information on the scheduled events 
and program times, call 321-4300. 

Blooming Fun 

While April showers may bring May’s 
flowers, the Phipps Conservatory keeps 
them on hand year round. You will be able 
to enjoy beautiful blooms at the Conser- 
vatory’s Annual Holiday show from 
December 16 through January 13, 1985. 

But if you can’t wait, the tropical jungle 
foliage, the cactus room, as well as the seven 
other garden areas are open daily. Guided 
tours are conducted for your convenience 
Monday through Saturday at 1 &. 2 p.m. 

For information and special tour ar- 
rangements, call 255-2376. 

Money Madness 

Spending money has always been asso- 
ciated with this time of year, and thanks to 
th e KDKA Ultimate Warehouse Sale, you’ll 
have the perfect opportunity to share in this 
fun. On January 6 at the Expo Mart in 
Monroeville, you’ll find rooms full of fur- 
niture, audio equipment, sporting goods, 
clothing, and hundreds of other items for 
sale at spectacular savings. 

For more information on this sale of sales, 
call 271-6681 or 392-2595. 



hire the London Symphony Orchestra for 
$345,000 to perform at an intimate gather- 
ing; purchase an original Michelangelo for 
$2,000,000; or travel to Paris on the Con- 
corde for a day of shopping for just 
$196,000. The first person to spend $10 
million on life’s little indulgences wins the 
game. 

SNOB, available at prestigious boutiques 
and department stores, is sure to make the 
winter a bit greener if only in your mind. 

Check It Out 

You can pamper yourself and possibly im- 
prove your appearance by giving your 
make-up a “Cosmeti-chek” at The Quarry 
in Shadyside and Squirrel Hill. 

According to Arlene Hydovitz, owner of 
The Quarry, many women voice com- 
plaints about the quality and appearance of 
their make-up but they don’t know why it 
occurs. In an effort to help women sort out 
their make-up messes, Hydovitz and her 
trained staff will test cosmetics combina- 
tions for suitability based on the client’s 
skin, texture, lifestyle, age, etc. and check on 
the quality and safety of the cosmetics. 
They’ll demonstrate how outdated colors 
for lips, eyes and cheeks can be blended to 
create a fresh new look. And they’ll also ad- 
vise you on what make-up to wear, when. 

For more information or for a free 
“cosmetic-chek” appointment, call 
Shadyside at 681-4743 and Squirrel Hill 
location at 521-3733. 



Spree of Sprees 

If spending money by the bushel is 
enough to pick up your spirits during the 
winter doldrums, you’ll probably enjoy 
“SNOB: The $ 10 Million Fantasy Shopping 
Spree Board Game.” During play you can 



Rubbing It In 

Evalyn Nicklas, owner of The Magic 
Touch in Mount Lebanon, believes she has 
the most unique service idea in Pittsburgh 
for picking up anyone’s winter spirits— the 
Massage-A-Gram. 




Putsburgh /December 1964 63 



J 












Sending a Massage- A-Gram is as easy as 
sending flowers or a singing telegram. Once 
the Massage-A-Gram is ordered, a cer- 
tificate will be mailed or, upon request, 
delivered personally. The massagee can call 
The Magic Touch to set up an office visit or 
arrange for a house call. All massages are ad- 
ministered by a professional masseuse or 
masseur. 

Nicklas started the Massage-A-Gram ser- 
vice to introduce the luxury of relaxation to 
people who might not be able to frequent 
high-priced spas. 

This service could turn into the perfect gift 
for someone in need of personal pampering. 
To arrange for a Massage-A-Gram, call 
531-6507 or 531-9965. 

Bundles from Beverly Hills 

Bundling up is a necessity during Pitts- 
burgh winters, but not all of us can afford a 
full-length mink or sable coat. Budgets not- 
withstanding, you can still be warm and 
fashionable with the Christmas and neon 
sweatshirt collection from Beverly Hills 
Designs. 

The collections include white sweatshirts 
with various designs and sayings (a ted- 
dybear says “Hug Me!” and a sprig of 
mistletoe proclaims, “Kiss me”), and neon 
sweatshirts with popular sayings in bright 
colors. But the most popular Christmas gift 
is the bright red union suit with “Merry Me” 
inscribed in green for $29.95. That’s one 
way to keep your someone special warm on 
those long, cold winter nights. 

Hie sweatshirts cost $19.95 plus $2.50 
shipping and handling charges. For a list of 
all available merchandise and details for 
ordering, call (213) 652-6703 or write: Bever- 
ly Hills Designs, 9897 Santa Monica Blvd., 
Beverly Hills, CA 90212. 

Let’s Do It Again 

When you find a good thing that works, 
stick with it. And that’s exactly what the 
William Penn Hotel will be doing as it brings 



back ‘Tea on the Terrace” for the pleasure 
of holiday shoppers and busy Downtown 
professionals. 

A civilized break from the frantic pace of 
the season, Tea on the Terrace” offers the 
chance to sit back and relax between 3 and 
4:30 p.m. , and enjoy a spot of freshly brewed 
tea and fancy scones, crumpets, finger sand- 
wiches and other pastries. Hie teas are serv- 
ed on the Terrace Loggia overlooking the 
hotel’s bustling main lobby. 

Teas will be available starting in mid- 
December and will continue through 
sometime in January. 

Mall Talk 

More than just places to shop, shopping 
malls have become community gathering 
places, so it’s no wonder the area’s malls 
have a list of events scheduled to keep 
patrons busy and happy during the upcom- 
ing months. 

The Century ID Mall in West Mifflin will 
sponsor a variety of sidewalk sales January 9 
through 13; a cheerleading competition 
January 19; a sports car show on February 6 
through 10; a computer show and exposi- 
tion Feburary 14 through 17; and a home 
improvement show February 27 through 
March 2. For more information, call 
653-1220. 

Oxford Centre, Downtown will sponsor a 
month of carolling and holiday celebrations 
during December. For details, call 391-5300. 

And the Monroeville Mall will sponsor a 
number of expositions and shows in 
December, January and February. For a 
schedule, call 243-8511. 

Let’s Go Parking 

Allegheny County Parks host a variety of 
winter fun activities from ice skating to ski- 
ing and even snowmobiling for residents at 
nominal rates throughout the winter 
months. 

Ice skating is offered at North and South 
Parks at various times during the week for 



different ages. Snowmobiling is allowed at 
North, South, and Roundhill Parks along 
marked trails. Permits are required. Cross- 
country skiing can be enjoyed at all the 
county’s parks. 

For further information, call North Park 
at 935-1967; South Park at 835-3545; and 
Boyce Park, 327-8798. 

Citiparks are also gening into the act with 
ice skating, skiing and snowman making. 
For information on these and other ac- 
tivities at Highland, Frick, Riverview and 
.Schenley Parks, call 255-2634. 

Spirits of the World 

There’s nothing like a quick nip to warm 
the spirit and at Dreadnought Wines, Ltd. 
in the Strip District you’ll find plenty of fine 
wines to take the chill out of winter. Pitts- 
burgh’s only wine showroom stocks a large 
and unusual selection of wines from around 
the world. A small sampling from South 
Africa, Peru, Germany and other exotic 
places are hidden on the shelves. Stop in 
and visit Dreadnought. They usually pop a 
few corks, especially during the bitey days of 
December. For more information, call 
391-1709 or stop in at 101 26th Street in the 
city's Strip District. 

Grapeful Quest 

The Wine Restaurant in Oxford Centre, 
Downtown, will be sponsoring a number of 
wine tastings and lectures with noted 
authorities at various times during the up- 
coming months. If you’re thirsting for 
knowledge as well as excellent wanes, call 
The Wine Restaurant for details at 
288-9463. Of special interest to gourmets 
might be the Annual Game Feast Truffles 
and Tailfeathers” on December 6. 

The Endless Tan 

You’ll have the perfect tan year round 
when you visit Faces in Shadyside and use 
the Wolff Sun-Tanning bed, which owner 
Ethel Fabian says is the only safe tanning 
system available. 

Each session costs $8 or $49 for eight-20 
minute treatments. For most people eight 
sessions are enough for a beautiful, rich tan. 
After that, one or two sessions a week for 
touch-ups will give you the look of wintering 
in Hawaii or cruising through the Bahamas. 

For more details or to arrange an appoint- 
ment, call 621-5992. 

Basic Celebration 

Hie Pittsburgh Dance Council continues 
its Fifteenth Anniversary celebration with 
its presentation of Basically Ballet, the se- 
cond part of the 1984-85 season. 

Featured performances include the 
Feld Ballet and Les Ballets Jazz de 
Montreal. For information, call 
355-0330. □ 




I 



t 





*1 



! 



M last: galactU fun 
without pow! or zap! 



iy ROB BAKER 



D ON’T PANIC: What 
new computer game 
comes packaged with 
Foo Janta 200 Super-Chroma* 
ic Peril-Sensitive Sungias- 
es, a packet of fluff, de- 
tract orders for your home 
ind planet, a "Don’t Panic" 
nitton and "no tea"? 

Anyone familiar with 
>ouglas Adams’ madcap in- 
afpmne!ary satire, “The 
litchhiker’s Guide to the 




Salaxy,” will know, the 
tnswer immediately. This 
Iroll Englishman, a sort of 
-foot British version of 
Voody Allen-meets-John Be- 
ushi, has transformed his 
triginal concept yet again. 
3c as a radio serial on BBC 
n > mid-’70s, “Hitchhiker” 
hen spawned a trilogy of 
>est-selling books (the 
ourth, “So Long, and 
Hhanks for All the Fish" is 
lue this winter), a TV series 



(shown here on PBS), two 
record albums and a stage 
show. 

It was, perhaps, inevitable 
that it also become a compu- 
ter game, since the central 
thesis is that a hapless chap 
named Arthur Dent is left to 
wander the universe (after 
Earth, his home and his fa- 
vorite pub>' are all de- 
molished), with only a mini- 
micro-computer “guide" to 
help him from crisis to crisis. 

Adams has become a bit of 
a computer nut over the past 
couple of years, and he him- 
self helped program the com- 
puter-game version, in 
association with Infocom’s 
house zany, Steve Meretsky . 
Like all of Infocom's games, 
"Hitchhiker” features text 
only— no graphics or simu- 
lated star wars— with the 
player making decisions in 
each situation and typing in 
possible courses of action on 
the computer keyboard. The 
computer then responds, and 
the story advances, branch- 
ing out into a complex liter- 
ary maze — with various dead- 
ends and secret passages 
along the way. It is available 
for virtually all computers. 

STILL MORE HYSTER- 
IA: Thanks to Warner Home 
Video. VCR owners will soon 




"Saturday Night” comas 
home. Above, Murray, Curtin, 
Radnor, Morris, Newman., 
Right, Chevy. 

be able to celebrate "Satur- 
day Night Live" any night 
on-tape: Next month the 
company will release 16 epi-> 
sodes of the popular series 
on the home video market for 
$39.98 each. Covering 1975- 
1980, the shows included fea- 
ture the original “SNL" 
stars — Dan Aykroyd, John 
Belushi, Chevy Chase, Jane 
Curtin, Garrett -Morris, Bill 
Murray, Laraine Newman 
and Gilda Radner. Hosts in- 
clude Lily Tomlin, Rodney 
Dangerfield, Madeline Kahn, 
Ray Charles, George Carlin, 
Eric Idle, Sissy Spacek and 
Michael Palin, and musical 
guests range from Joe Cock- 
er and Paul Simon to Howard 



Shore and His All-Nurse 
Band. Look for them in video 
stores on Dec. 17, along with 
three collections gleaned 
from another popular- NBC 
series of a distinctly diffe- 
rent stripe, “Little House on 
the Prairie," at $59.95 each. 

"WIND” IN MARCH: Hav-' 
ing adamantly in is ted it 
would not release “Gone ? 
with the Wind” on home 
video for at least five years, 
MGM/UA Home Video has 
had second thoughts and will 
bring out the “most re- 
quested title of all time” next 
March. 



-i-— 




Daily News, Monday, November 19, 





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BY PHIL AND 
CHRISTINE WISWELL 



With this issue, User Views bids 
farewell to Bernie DeKoven. 
Bernie, who’s been my partner on 
this column since ENTER'S very 
first issue, plans to devote all of 
his time to developing software. 

Beginning next issue, I’ll be 
reviewing games with an avid 14- 
year-old game player — Billy 
Gillette. Meanwhile, “pinch- 
hitting" for this one issue is 
Christine Wiswell, my wife. As 
you’ll see, Chris is a dedicated 
player who knows what it takes to 
make a great computer game. 

—Phil Wiswell 

♦♦♦ 

THE HITCHHIKER ’S GUIDE 
TO THE GALAXY 



(Infocom, IBM PC, $39.95; also for most 
home computers) 

Hitchhiker's Guide is the funni- 
est text adventure we’ve ever 
played. It is, of course, based on 
the hilarious science fiction novel 
of the same name. Hitchhiker's 
author, Douglas Adams, 
collaborated with Infocom on the 
game design. 

As the main character, you 
wake up in bed, in the dark, with a 
whopping headache. Just getting 
the room to stop spinning is a 
serious chore. When you get the 
mail, you find a letter ordering the 
demolition of your house. As you 
look up, you see a bright yellow 
bulldozer crashing through the 
garden wall. Right away, you know 



it's going to be one of those days. 

Soon you meet up with your 
travelling companion, a chap with 
the odd name of Ford Prefect. 

Now the fun begins. Earth has 
been slated for demolition within 
the hour. You have to figure out 
how to escape by hitchhiking a 
ride on a passing spaceship. 
Once the planet-hopping begins, 
you won’t believe what the galaxy 
has in store for you. 

WRAP-UP 

PHIL: Infocom games have long 
been known for their sense of 
humor, but this one really frosts 
the cake. If you don’t laugh, see 
a doctor. 

CHRIS: The game is funny. And, 
like other Infocom games, it 
understands your full sentence 
commands. You almost believe 
there’s someone in the computer 
talking to you. 

PHIL: Unfortunately, the puzzles 
in this game are designed for 
adventure game veterans. 
Beginners may feel frustrated. 

♦♦♦ 

PASTFINDER 



(Activision, Atari, Commodore 64, $31.95) 

Pastfinder is an arcade-style 
action game with beautiful three- 
dimensional graphics, smooth 
animation and good sound 
effects. You maneuver a small 
landcraft over constantly scrolling 
desert terrain. The craft, which 
stays near the center of the 
screen, can move Tight or left, 
shoot at any oncoming menace 
and jump over obstacles. 

Your craft has one other skill — 



picking up objects off the desert 
floor. These objects — tools and 
artifacts — are the real quest in 
Pastfinder. You use the tools to 
defend yourself against other 
desert inhabitants. And you gain 
points by trading in artifacts at 
base camps along the way. 

WRAP-UP 

PHIL: Pastfinder reminds me of 
Zaxxon. The gameplay is simple 
and the three-dimensional scenes 
are wonderfully detailed. And 
here you do more than just shoot 
and dodge. You’ve got a 
mission — to retrieve those 
artifacts. 

CHRIS: This is a beautiful-looking 
game, but it’s also quite abstract. 
When you get right down to it, 
Pastfinder has nothing to do with 
exploring the past. It’s a scrolling 
game where you jump and run 
and shoot at things. 

m 

FORTUNE BUILDER 



(Coleco, ColecoVision and Adam, 
around $35.) 

Fortune Builder can be played 
alone, but it really works best as a 
two-player game. In fact, we think 
it’s one of the best cooperative 
games we’ve played. 

The premise is this: A group of 
investors wants $100 million 
turned into $250 million over five 
years. Players (each of whom 
starts with $100 million) try to do 
this by investing in 29 different 
types of money-making 
businesses, and by building 
roads and bridges. 

At costs ranging from $25,000 



40 



ENTER 



APRIL 1985 




OMNI 

TIME CAPSULES 



... 

f v 


•„ ftr z. 


If ‘-.-r 







Now the magazine of the future 
can be kept for the future. Store your 
issues of OMNI in a new 
Custom Bound Library Case made 
of black simulated leather, ft's 
built to last, and it will keep 1 2 issues 
in mint condition indefinitely. 

The spine is embossed with a gold 
OMNI logo, and in each case 
there is a gold transfer for recording 
the date. 

Send your check or 
money order ($5.95 each; 

3 for $17; 6 for $30) 
postpaid. USA orders only. Foreign 
orders add $2.50 for 
postage and handling per case) 
to; OMNI Library Case, 

P.O. Box 5120, Philadelphia, PA 19141. 

Allow 4-6 weeks for delivery 



STATEMENT 
OF OWNERSHIP 



Statement ot ownership, management and circulation (Ac 
ot Auaust 12 1970 Section 3685. Title 39. United States I 
Code) 1 Title o' publication Omni 2 Date o f tiling Sep- ; 
tember 14 . 1984 3 Frequency o! issue Published rnonttiiy | 
A Location o f known o!f>ce o' publication 196b Broadway j 
Ne* York New York 10023-5965 5 Location of headquar- 
ters or genera' business offices of the pubiishe- 1965 j 
Broadway New York New York 10023-5965 6 Names and j 
addresses of publisher editor and managing editor Pub- ; 
Usher and Editor R C Guccione 1965 Broadway New York I 
New York 10023-5965 Managing Editor. Paul Hiits 1965 ! 
Broadway New York. New York 10023-5965 7 Owner | 
Names and addresses of stockholders owning or holding | 
1 percent or more of total amount o' stock Omm Publica- 
tions Internationa' Ltd , 1965 Broadway New York New York 
10023-5965 Penthouse International Ltd 1965 Broadway 
New York New York 10023-5965 A Trust for the Benefit o' 
the R C Guccione Family Georgetown Grand Cayman, 

R C Guccione. 1965 Broadway. New York New York 10023 
5965 6 Known bondholders mortgagees and other se 
cun'y holders owning or holding 1 percent or more of tola; 
amount ot bonds mortgages ’or other securities None 
Average number o' copies o' each issue during preceding 
1 ? months A Totai numoer o' copies printed 1.226.596 
B Paid circulation ( 1 ) Sales through dealers and carriers, 
street vendors and countei sales. 369 029 (2) Ma'^ sub 
scnptions 467.971 C Totai paid circulation 637.000 D 
Free distribution by mail carrier or Other means (1) Sam- 
ples complimentary and other free copies 7,363 (21 Cop 
les disfriDuted to news agents but not sold 371448 £ Tota' 
distribution 844 363 F OMite use leftover unaccounted 
spoiled a'ter printing 12765 G Total 1.228.596 Actua 
number of copies of single issue published nearest to filing 
da*, a Tota' number ot copies printed 1.164 619 B Pam 
circulation (1) Sales throuqh dealers and earners street 
vendor c and counter sales 337.500 (2) Ma- subscrip 
tioris 510.97G C Tota’ pa'd circulation 857 476 D Free 
distribution by man camei or other means (1) Samples 
complimentary and other tree copies 3 600 (2 1 Copies 
distributed to news agent;, but not sold 293 126 E Toiai 
attribution 861076 F Office use leftover unaccounted 
spoiled after printing 10 617 G Tota' V 164 8m I certify 
that the siaienienis n<acie tiy me are correct and completr 
John Prebich VP Finance and CFO 



tire, air, water, and earth squares onto which 
players ' summon' their unique pieces by 
magic In turn, players move or summon 
pieces or cast one of a dozen different spells 
When two opposing pieces meet, a very un 
chesslike thing happens The square ex- 
pands to fill the whole screen and the two 
pieces slug or shoot it out. There s plenty of 
action, but the underlying principle for suc- 
cess is strategic-energy conservation— 
and the game ends when one player runs 
out of energy or occupies six special energy 
squares. Everything you do costs difficult- 
to-replemsh energy And this dichotomy is 
what makes Adept so intriguing. You can 
have an army of as many pieces as you can 
afford to support. 

2. Ballblazer (Atari, for Atari 5200) and One- 
on-One (Electronic Arts, for Apple II, Com- 
modore 64, and Atari computers) For the 
best one- a two-player sports game of 1984, 
we have a tie; we haven’t been able to 
choose one over the other Ballblazer , the 
creation of Lucasfilm Ltd., is best described 
as futuristic soccer. Each player controls a 
ship that glides, like an ice cube on glass, in 
eight directions over the playing field but that 
rebounds off the boundary lines or the other 
ship like a pinball off a bumper. There is a 
single large ball and a goal at either end 
Scoring is never easy, however, because the 
goals keep moving. A split screen gives each 
player his or her own view of the action 
One-on-One is a tense half-court game of 
basketball in which each player takes con- 
trol of a single dribbler— Larry Bird or Julius 
Erving — with slightly different abilities Bird 
is taller and better on rebounds. Dr. J is faster. 
Shooting percentages have been pro- 
grammed from every spot on the court, with 
help from the real Bird and Dr. J, and the 
result is a thrilling and faithful simulation of 
the street game Both players make fancy 
moves, easily accomplished with the joy- 
stick, and fantastic plays are shown again 
on instant replay. Okay, it’s a gimmick. And 
so is the custodial engineer who sweeps up 
the bits of broken Plexiglas after a player has 
shattered the backboard with a particularly 
hard slam dunk. But they re fun gimmicks. 
And they give you time to towel off. 

3. Boulder Dash (First Star Software, for 
ColecoVision. Commodore 64, Apple II, Atari 
5200, and Atari computers) Boulder Dash 
is good enough to be the first home game 
converted into a coin-op. The underground 
action takes place in a maze of tunnels that 
your character creates as he burrows 
through the dirt. Your object is to avoid ava- 
lanches and to coliect ail the buried jewels 
on each level in two minutes. This opens a 
door to the next, more difficult level (there 
are 16 in all). Many different screens, all nicely 
animated and with great sound effects, offer 
plenty of puzzling situations 
4 The Castles of Doctor Creep (Broder- 
bund, for Commodore 64) This campy game 
gives you 13 spooky castles to play in— each 
with a different layout of rooms— for a total 
of more than 200 individual screens. Each is 
its own special puzzle The rooms connect 
in a winding labyrinth of ladders, platforms, 



and doors some of which require keys. 
These keys are difficult to reach, often 
guarded by electrical charges, trapdoois, 
robot cannons, vampires, mummies, and 
even Frankenstein s monster. Solving a 
room means opening all the doors, which in 
turn means solving adjacent rooms and sc 
on, all like a good sliding- block puzzle. 

5 Exodus: Uttima III (Origin Systems, for Ap- 
ple II. Commodore 64, IBM PC, and Atari 
computers). Warning: This Lord Britishs 
most recent addition to his superb Uitima 
series presents a fantasy role-playing world 
of unparalleled size, complexity, and dan- 
ger Fortunately, you need not seek adven- 
ture alone, Ultima III allows up to four char- 
acters to travel and fight as a group. You 
create your own adventurers by defining their 
races, sexes, types of being, and relative 
powers of strength, dexterity, intelligence, 
and wisdom. The cursor keys move your 
party around the game board in search of 
food, weapons, armor, information, treas- 
ures,’ magic spells, and enemies to battle for 
experience points. There are 26 actions you 
can take— from (A)ttack. to (L)ook, to (S)teal, 
to (Z)tatus You issue each command by 
pressing the appropriate letter on the key- 
board With all there is to explore. Ultima III 
could eat up a year ot dull Sundays. 

6. The Hitchhiker’s Guide to the Galaxy (ln- 
focom, for most home computers) Still un- 
rivaled in the category of "interactive fic- 
tion." or text adventure, Infocom has most 
recently converted Douglas Adams s spoof 
on science-fiction novels, The HitchniKer s 
Guide to the Galaxy , into a riotous jaunt 
through time and space on the computer 
screen. The game has no graphics outside 
those of your imagination (arguably the fin- 
est) And you, not Adams, direct the plot by 
controlling the actions of the main character, 
Arthur Dent. The whole thing starts with a 
whopping hangover and a bulldozer whose 
orders are to demolish your house to make 
way tor a new overpass Not to worry, though; 
Earth is about to be demolished to make way 
for a new hyperspace overpass If you can 
find the electronic thumb, a device used to 
hitchhike rides on passing spaceships, you 
will live to laugh about it 
7. King's Quest (Sierra On-Line, tor IBM PC/ 
PCjr ). King’s Quest is unquestionably the 
best graphics/text adventure of the year be- 
cause it s the first game to bring true ani- 
mated action to the genre. Sir Grahame, your 
knight in armor, can be moved from scene 
to scene with keyboard commands of the 
two-word sentence type. But Sir Grahame 
can also be moved around within each 
beautiful high- resolution screen to interact 
witn other characters under joystick control 
Sir Grahame’s challenge is to explore the 
medieval countryside, find a treasure chest, 
an enchanted mirror, and a magical shield, 
and return them to the king Mapmaking is 
essential to solving the many interesting 
puzzles of King’s Quest And a knowledge 
of children's stories helps because along the 
way one meets sorcerers, ogres, elves 
wolves, witches, a fairy godmother, end si: 
the stuff of which classic fairy tales are made 



16? OMNI 



Interactive Fiction: 

The Plot Thickens 



BY JEAN CRICHTON 



O nce upon a time in the short history of computer 
software, companies vied to develop the most inge- 
nious arcade games — sound-and-light shoot-’em- 
ups with flashy color graphics, animation and 
sound — and the goal was to destroy the most enemy spaceships 
in the least amount of time. Today, bestseller lists feature a 
very different kind of computer game — interactive fiction. 
Sometimes called electronic novels and often touted as a new 
literary medium, these are text-and-graphic adventures in 
which the the player interacts with the computer through typed 
commands that affect the course of an adventure story. 

Modeled on lnfocom's legendary Zork. the game that almost 
singlehandedly spawned the new genre, interactive fiction has 
until recently been dominated by a puzzle-and-fantasy orienta- 
tion. However, as professional writers begin to contribute to 
this emerging form, a new emphasis on dramatic structure and 
human values is expected to take hold. In addition, new fiction 
categories may well be exploited — spy novels and westerns 
could as easily be the basis for interactive fiction as romances, 
psychological studies and even soft pom. 

The pioneer in what has come to be called a new literary 
medium is lnfocom of Cambridge. Mass., a company that sold 
nothing but interactive fiction until recently, and won Softsel's 
prize for the most bestselling recreation titles in 1984. A $6- 
million-a-year software designer and manufacturer. lnfocom is 
probably best known for its first product, a cavern adventure 
and treasure hunt called Zork. Released in 1979. the game is 
expected to surpass the million-dollar mark in sales early in 
1985. With its succeeding 13 text-only titles, lnfocom has ex- 
panded into genres other than Dungeons & Dragons- style fan- 
tasies and commonly has 10 or more on Softsel's Hot List. 

Attracted at least in part by lnfocom's success, several other 
publishers have entered the interactive fiction contest within 
the past few months, all of them w ith illustrated games, some 
W'ith music and others bearing the names of bestselling book 
titles. Led by the educational software publisher Spinnaker 
with its Trillium (the name has been changed to Telarium. see 
story, p. 64) and Windham Classics lines, the companies also 
include Bantam, Activision, CBS Software. Rhiannon, which 
is distributed by Addison-Wesley. and Sierra On-Line, a 
veteran publisher of graphics adventures. 

Not to be outdone in the bestseller category, lnfocom has 
also added a title programmed with the active involvement of 
British novelist Douglas Adams. The Hitchhiker's Guide to the 
Galaxy . coauthored by the in-house writer-programmer Steve 
Meretzky. quiclv made it onto the Softsel Hot List. 

Young as it is — and observers say that interactive fiction is 
still in its infancy — this new genre already has its own off- 
spring. A number of designers have developed software that 
enables fans to write games of their own (see story, p. 50). 
Other programmers have invented proprietary authoring sys- 
tems for interactive fiction, hoping to build their own artist- 
based development companies. And while no movies-from- 

Criehton is a freelance writer living in A 'e\v York City w ho 
frequently covers the softw are industry for SPS. 



software have yet appeared, there have been at least two 
computer-game novehzations — Shadow keep by Alan Dean 
Foster, based on the Trillium game by the same name, and a 
series of four choose-your-own-adventure books based on 
Zork. 

“For me and other writers, there's a huge untapped potential 
here for fiction,” said Ron Martinez, who wrote the script for 
Trillium's bestselling Rendezvous with Rama. “Rather than 
being another genre or an enhancement of fiction, it's a new 
medium, a whole new turf." 

The Birth of a Genre 

First, a taste of how interactive fiction works with a look at 
Zork I (the first program in the Zork Trilogy). Booting the disk, 
the following words appear on the computer screen, followed 
by a blinking cursor: “You are standing in an open field west of 
a w'hite house with a boarded front door. There is a small 
mailbox here." 



Spy novels and Westerns 
could as easily be the basis 
for interactive fiction as 
romances, psychological 
studies and even soft porn. 



Beginning players may be confused about what to type. 
Among the options: 

WHAT DO I DO?, to which the program replies: “1 don't 
know the word do." 

SEARCH THE MAILBOX, which elicits: “You find noth- 
ing unusual.” 

INVENTORY (to see what you. the main character, might 
be carrying): “You are empty-handed." 

SMASH MAILBOX (in frustration): "What do you want to 
smash the mailbox w ith?" WITH HAND: “There w as no verb 
in that sentence." SMASH MAILBOX WITH HAND: “Try- 
ing to destroy the small mailbox with a pair of hands is futile.” 

I WANT TO GO TO THE HOUSE: “I don't know the word 
wan®' 

GO EAST: “The door is boarded, and you can't remove the 
boards.” 

GO NORTH: “You are facing the north side of a white 
house. There is no door here, and all the window s are boarded 
up. To the north, a narrow path winds through the trees." 

CLIMB TREE: "You are about 10 feet from the ground 
nestled among some large branches. Beside y ou ... is a small 
bird's nest. In the bird's nest is a large egg encrusted with 
precious jewels apparently scavenged by a childless songbird. 
The egg is covered with fine gold inlay and ornamented in lapis 
lazuli and mother-of-pearl. Unlike most eggs, this one is hinged 



4 (. 



PW SOFTWARl PUBLISHING & SELLING 




The initial releases of Bantam's "Living Literature" iine, 
developed with Imagic, feature sophisticated graphics and 
scripts based on existing book series 



iiiul closed with ii delicate looking clasp 
The egr appears extremely fragile.*' 

TAKE EGG: “Taken." 

Frustrations aside (and. for the nos ice, 
there will be many), one of the treasures 
of Zork's Great Underground Empire has 
been found without entering the while 
house, or eating a lunch that reeks of 
garlic, or taking an elvish sword that 
lights up with a faint blue glow, or open- 
ing a trapdoor that leads into a dark, 
damp cellar, or facing a nasty-looking 
troll with a blood-stained ax. Fanciful as 
these activities sound, they are made 
possible only by some very sophisticated 
programming techniques that got their 
start in artificial-intelligence laboratories 
at two major universities. 

The first interactive fiction game. Ad- 
venture. a Tolkien-style cave-explora- 
tion and treasure quest, was created in 
the early 1970s on a Xerox mainframe at 
Stanford. Designed by programmers Will 
Crowther and Donald Woods, Ad ven- 
ture was played by computer scientists 
and buffs with access to a few hours of 
computer play, usually in the wee hours of the morning. 

The techies so loved Adventure that they transmitted it over 
phone lines to computer-science departments all over the coun- 
try, including the artificial-intelligence lab at MIT. And there, 
in 1978, one of the enthusiasts. Scott Adams, came up with an 
idea that most of his colleagues found ludicrous. 

“I just happened to see Adventure on the mainframe at MIT. 
and 1 was so intrigued with the concept that I wanted to put it 
on a micro.” recalled Adams, now 32 and president of Adven- 
tures International in Longwood. Fla., a privately held compa- 
ny with several lines of games for the low-end cassette market. 
"People laughed. At that time, the game was played on large 
mainframes with megabytes of memory, and all I had was a 
TRS 80 [Radio Shack] with 16K. But I did a similar type of 
game, called Adventureland. and it's still selling.' 

Like its mainframe antecedent. Adams' original Adventure- 
kind w as based on a very simple standard of communications. 
Players could interact with the game only through two- word, 
noun-verb directives like GO NORTH. TAKE SWORD or 
KILL TROLL, rather than being able to use complete sen- 
tences. For Adams, this limitation was not a major flaw'. Even 
today, he says, with a more sophisticated program. “999f of 
the people playing with it use tw'o words. Only the less experi- 
enced players try the longer sentences.” 

But others sympathized with those often bewildered begin- 
ners. among them the MIT researchers who founded Infocom. 
During the mid-1970s. A1 Vezza. now Infocom's chief execu- 
tive officer, headed the programming technology group at 
MIT's computer-science lab. Using a mainframe computer, his 
team invented a powerful programming language called MDL 
(pronounced "muddle”), which permitted the development of 
a story line with a variety of outcomes, and w-hat they called a 
parser, actually a set of software that deciphers entire sen- 
tences, including the adjectives, adverbs, pronouns and clauses 
used in everyday speech. 

Among the students working w ith Vezza was Marc S. Blank, 
now Infocom's vice-president for product development, who 
entered New York's Albert Einstein College of Medicine after 
graduating from MIT. Beginning in 1977, Blank worked with 
another programme! to design the game that became Zork , 
commuting back and forth to his alma mater most weekends for 
two years. Using MDL and the parser, the game permitted 
more complex sentences — OPEN THE SACK. TAKE OU I 
THE GARLIC' AND EAT IT — and equally flippant come- 



backs: "What the heck! You won't make friends this way. but 
nobody around here is too friendly anyhow .” 

The Advent of the Parser 

Now included in almost even work of interactive fiction, 
parsers classify possible input from players into the words and 
phrases the program w'iLl "understand.” providing answ ers for 
as many eventualities as possible. The parser software is what 
distinguishes adventure games from choose-your-own-adven- 
ture books, which have a multiple-choice branching format. 
"The parser conveys the intelligence of the game.” says Byron 
Preiss, a packager of books and software who produced three 
titles for Spinnaker Software's Trillium line of interactive fic- 
tion. "It's like the brains of an adventure game.” 

Those brains inform the parser as to whether a player's 
command makes sense. For example. BURN PAPER would 
be a meaningful way to destroy incriminating evidence, and 
BURN ROCK obviously would not; a well-designed parser 
would say so. 

Most Infocom game parsers contain a vocabulary of about 
600 to 1000 wwds. and. to save on disk-storage space, the 
company’s system is geared to ignore content-free articles like 
"the” and “an” and to "read” only the first six letters of any 
w’ord. With the help of play testers who preview games before 
release, the goal of company writer-programmers is to add 
enough synonyms to the parser’s vocabulary so that responses 
like "1 can’t understand that” are kept to a minimum. But with 
the 20,000 to 100.000 words used in the text of an adventure 
game, there are bound to be times when the parser will reject a 
word used in its own text. 

In deciding not to use a parser utility in its Tw ista-Plot adven- 
ture stories for children. Scholastic Software recognizes the 
frustrations that can occur in using a parser, sticking for the 
most part to multiple-choice decision making. "We give them 
yes-no decisions, or four choices, or they move a figure around 
the screen to make choices,” says Debbie Kovacs. Scholas- 
tic's creative director of software. "My intuition is that there 
would be too many problems for them to get the right word 
(using a parser].” 

But these problems were seen as a fascinating gaming chal- 
lenge when Blank. Vezza and other researchers formed Info- 
com in 1979 and began designing a proprietary authoring sys- 
tem for their new company. The resulting ZIL (Zork 
Interactive Language) with its accompanying parser was used 



JANUARY 2V |«#0 



47 



topioduce Inlocom v translation ol /<»>/, Hiphlx accl.nnn.d lot 
powci to handk as mans as 2U to 30 dilUicnt gams paths 
am! c ml i tips. /II undcipv.cs continual updalcs and is used to 
tins do\ by the companx 's nine xxriici-piogrammcrs. including 
Blank. \x ho continues to attend weekly story conferences 
The companx has expanded its game themes beyond the 
Punucons ct Dragons fantasy format and noxx divides its line ot 
about 15 games into four subject categories murder my stern s 
( Deadliru . 7 he Witness and Suspect), adventure (Seastalker. 
Inf, del and Cutthroats), science-fiction thrillers (PlanetJaU. 
Starcross. Suspended and Hitchhiker s Guide) and faninsx 
(with two more Zork titles. Enchanter and Sorcerer). 

And lnfocom has also changed its always innovative packag- 



„u- n> make Us pt millets mole accessible to new. xompulet 
useis. Original!) sold in a variety of shnnkxx lapped shapes and 
mas. including Stan loss's } risbee-like box. the companx s 
programs are noxx presented in broxx sable pac kagx s xx nh pi ex 1- 
ously absent hints and word lists listed in the 20 or so pages of 
instructions up front. Disks are sealed inside the back cox ci . In 
addition to the expanded instructions. lnfocom h.ts also begun 
offering the truly stumped plavei InvisiC lues Hint Bivs 
which are printed in invisible ink and can be re. a xxi *■ 
included latent-image marker. 

Combined with late-1984 price cuts ol 550 to 5x5 on some 
titles, lnfocom’s efforts to appeal to the nontechnical compute' 
owner has boosted its sales, especially for retailers like Wal- 



f i 

h 



Interactive Fiction Finds a Place on Bookstore Shelves 



I nteractive fiction may be a brave new art form, but it is 
increasingly being marketed in one of the most traditional 
literary formats — a book, with a sturdy spine and an illustrated 
jacket bearing the author's name. Both Infocom’s games and 
Spinnaker Software’s Telarium (formerly Trillium) and w md- 
ham Classics brands are now marketed between colorful cov- 
ers with maps and game instructions available for browsing, 
and companies new to the genre are following sum 

Not surprisingly, this pleases booksellers, who have long 
urged software publishers to take off the shrinkwraps ^ cus- 
tomers can see that they’re buying. “We have believed for a 
while that interactive fiction made sense for bookstores, but 
we carried lnfocom titles all year [1984] with only marginal 
success." said Glenn Ochsenreiter, senior software buyer Jot 
the Waldenbooks chain of 880 stores. 

“Then, before Christmas, lnfocom came out with new pack- 
agine for two new products. Cutthroats and Hitchhiker s 
Guide to the Galaxy. Both did extremely well, and 1 attribute 
the success to the package . which invites the consumer to open 
the software much like a book. I now think we can sell t e 
entire line." Ochsenreiter also reported "very definite suc- 
cess’ ' over Christmas with the Telarium line, which has used a 
fold-out. record-style album with the author’s biography and 
promotional copy on the cover since its introduction last fall. 
Telarium diskettes and game instructions are sealed inside the 

lnfocom 's line of adventure games used to be packaged in 
innovative, shrinkwrapped containers, most rectangular and 
shelvable, but one, Starcross , came in the awkward shape of 
afrisbee. Today the company is in the process of repackaging 
its wares into identical rectangular boxes with one-inch spines. 

“They have a book-like appearance, with 26 pages of text up 
front and the game diskette sealed into the hollow- of the back 
along with the game clues.” said Michael Dombrook. lnfo- 
com’s product manager. “I've been told it's more comfortable 
for people in bookstores, but we felt that what was being asked 
for bv bookstores would work w'ith computer stores and soft- 
ware-only stores too. and it’s been very effective there. 

Brow sable packaging has also attracted Bantam Books, 
which plans to bring out its first two interactive fiction titles in 
March. “We developed a fold-out, album-style package with a 
decent spine for shelving." said Margaret Tuttle, marketing 
manager for Bantam’s electronic publishing division. It has 
book-like cover art. We think the issue of browsability is very 

* m But packaging text adventure games, which may be unfamil- 
iar to new computer owners, involves more than the shape and 
si?e of the box. noted Seth Godin, manager for new product 
development at Spinnaker. “W'ith interactive fiction there s a 
whole world you have to tell about . so the w hole feeling of the 
package is different. It’s almost like a travel brochure. 



Besides using book-like packages, all three software pub- 
lishers are trying to position products to attract bookstore sales 
bv developing titles associated with bestselling novels— lnto- 
com with Hitchhiker’s Guide by Doug Adams. Bantam with 
Damiano from R. A. MacAvoy’s Damiano Trilogy and the 
entire Telanum line, based on books by such highly revered 
science fiction authors as Ray Bradbury and Arthur C. Uarke. 

“Using authors like these bnngs up a lot of associations, 
Godin said. “In advertising, we’ve relied on titles like 
vous With Rama and Fahrenheit 451 to bnng whole worlds to 
people's minds, and when you say Rendezvous with Rama. 

you’re talking about a really big world." . . 

Godin has run into little price resistance to interactive fiction 
software amone booksellers, “especially as the prices start 10 
come down. The Windham Classics are S26.9>. and Telanum 
is $32.95. That's no more expensive than a good art book. 

Publishers feel that interactive fiction poses different mar- 
keting challenges than other entertainment software because it 
appeals more to adults than children Telarium's audience is 
“the 30-year-old male," Godin claimed, while lnfocom s 
“ marketing is aimed at adults, college-educated adults. Bright 
teenagers are also in our market.” Dombrook said, “but if we 
talk down to them, they don t appreciate it. 

As with most computer products, women make up a 
minority of interactive fiction players, though lnfocom claims 
it is making some progress in bridging the gender gdp_ n out 
last survey a year ago, we found that 90 yt of aH software is 
purchased by men. while for our products the figure is 84. r. 
So we feel we have a higher female component than other 
companies, especially for the mystery games. 

But lnfocom doesn't single out its murder mysteries. Dead- 
line The Witness and Suspect, for special advertising to wom- 
en or anv other market segment. Dombrook said the company 
has “alwavs tried to tie the whole line together, to say, 1 he 
company that publishes Zork also publishes other titles. 

Bantam's marketing strategy for its Living Literature titles 
includes special attention to bookstores. T utile said. W e lee 
it’s very important for book store owners to know what inter- 
active fiction looks like, so we plan a sample mailing to a 
targeted group of booksellers who have access to computers so 
they can see our games . That will make it easier for them to talk 
to customers about it." 

Tuttle feels book publishers like Bantam "are set up to di 
i publicity in a wav few other software companies are" because 
1 of their experience with author tours and their connections lot 
getting authors on television. “1 can just see one of our 
software authors answering questions on Don^ue. Bi^ksel 
ers are used to this kind of marketing, and this should help 
them sell software. Software-only publishers have concen- 
trated on advertising, but marketing is more than advertts- 

JEAN CRICHTON 

ing 



4K 



pW SO! I WAR I I’l HI ISHIMi & Sl.l l.lNOl 





developer of disk-based interactive fiction in late 1984. As a 
marketing heavy. Spinnaker Software — w nh an estimated 40% 
of the educational software sold today — came up with the idea 
for its Trillium science-fiction line in talks with Byron Preiss, 
the New York-based packager. The concept for Trillium 
included color graphics, synthesized sound, brow sable packag- 
ing and. most noteworthy, the names of well-known sci-fi 
novelists and their bestselling books. 

The Trillium line appeared on the shelves of computer and 
software stores in October, priced at $33 to $40. depending on 
machine version. “The line has done phenomenally well." says 
Seth Godin, Spinnaker s product development manager. 
“ Rama is selling best, probably because of the name, but we're 
also doing very well with Fahrenheit 451 and Amazon." The 
titles are packaged in small, fold-out versions like record jack- 
ets. with disks and cleverly designed instructions sealed into 
the sleeve ends. 

Preiss had worked with authors Arthur (. Clarke and Ray 
Bradbury on books that w on design awards from the Society of 
Illustrators and Art Dircctots of America and “brought us a 
number of the authors th.it we re w orking w ith." said William 
H. Bowman. Spinnaker chairman. Because a sizable percent- 
age of science-fiction enthusiasts own oi plan to buy comput- 
ers, a line of interactive fiction based on sci fi classics was seen 
as a promising venture 

Of the five initial titles. Byron Preiss Video Productions 
produced three — Fahrenheit 451. a sequel to the Bradbury’ 
bestseller about book burning in the 21st century: Rendezvous 



Byron Preiss (top left), who helped Spinnaker package its 
Trillium line; Roberta and Ken Williams (top right), of Sierra; 
Infocom partners author Douglas Adams and game designer 
Steve Meretzky (bottom) 



j denbook'. where interactive tic 
I lion had only mixed success ear- 
| tier. “The new pricing and new 
i packaging will make a difler- 
| ence." said Glenn Ochsenreiter. 
senior software buyer tor the 
880-store book chain. “Infocom 
j is almost unique. It’s very suc- 
j cessful already . and yet it's very 
j ready to listen to the needs of the 
bookstores and respond." 



Graphics: 

A Competitive Edge? 



Infocom is also unique in that, 
unlike its competitors, it has cho- 
sen nev er to use its memory for 
graphics or sound, contending 
that its products are more akin to 
literature than games. But a 
more important factor is that 
graphics would take up game- 
disk space that the company pre- 
fers to use on its script. “We’ll 
never have a graphic adventure 
game, at least none is foreseen 
now ," said Mike Berlvn. the In- 
focom writer-programmer of 
Suspended. Infidel and Cut- 
throats. “The graphics would 
take up too much room. Quality 
graphics can only convey so 
much. There's a place for graph- 
ics. but it becomes like reading a 
comic book rather than a novel . ’ ' 

But other companies, particu- 
larly those just entering the mar- 
ket. see graphics as a competi- 
tive asset. One of the first was 
the California publisher Sierra 
On-Line, which claims to have 
brought out the first illustrated 

text adventure. Mystery House, with black-and-white graphics, 
in 1980. 

Mystery House was written by Roberta Williams, Sierra's 
creative director, and programmed by her husband Ken, com- 
pany president. The game was sold by mail order from the 
Williams' home in Simi Valley, Calif., grossing $167.000 during 
its first year and enabling the family 's move to Coarsegold in 
the Sierra mountains, where company headquarters were es- 
tablished. 

Roberta Williams has continued to write most of the compa- 
ny's Sierra Hi-Res (for high resolution' Adventures. Among 
the nine current titles are Wizard and tin Princess, said to be 
the first adventure game introduced with color graphics: The 
Dark Crystal, the first based on a movie: and the micro-epic 
Time Zone, which requires both sides of six disks to store more 
than 1400 scenes on “seven different continents during nine 
different time periods, from the era of cavemen to the year 
4081." according to the company . 

This past fall. Sierra released Kind's Quest, the first of its 
games to have character animation. In addition, the leading 
character. Sir Grahamc, can be controlled by joy stick or key- 
board. The program, designed (at IBM's request) to show off 
the PCjr graphics, also features sound — the user hears birds 
chirping as he or she walks through the forest. 



Spinnaker Comes on the Scene 



Another company that places an emphasis on graphics is 
Spinnaker Software, which joined Infocom and Sierra as a 






j Ullll hilHUI I.M U|||J| .IlltllOl ( h.I k V U | Ok |UW e rullfl^' lt iul 

! •'<"/</. bused on the fantasy bestseller In heiss himself 

‘ HU nou '* 1 '' 1 M iw li.ii-l Reaves Oihci Trillium lilies :ti c Ania.on. 
.in or igmal script In bestselling aiilhoi and film director Mi 
sh.id ( nchton, and Shadow ke( p. designed by the develop 
ment firm Uitrasofi and then novelized by Alan Dean I osier, 
aiilhoi of 44 original books and film noveii/ations. 

C nchton wrote Amazon himself, assembling his own soft- 
ware-development team to program it and provide graphics 
Bowman said, but authors Bradbur> and Clarke did none of the 
u ruing for the game, serving instead as consultants and game 
testers. They didn t care to do games themselves." said 
f kiss, who wrote the Draponworld script with Heaves and 



Hi \ nn, Suphuis. but hu\ mg doiu hooks u ith me. lhe\ trust- 
! edrm to design tin. sofiwa.e There max be u liter s anxious to 
! work on computers, but most of the g.eat v.s.onan writers 
fia\e neither the know ledge not inclination to do a script. So we 
used other good writers who have published books to get the 
author s ideas into an entertainment form"— Kim Martinez for 
hama and Len Neufteld for 45/. 

Spinnaker has also introduced a W indham Classics line of 
interactive fiction with graphics based on children’s classics. 

^ mai kd are .S u7.\ \ / aitulv Rohin\<>n . prc>duced 

b\ l orn Snyder Associates, and Below tin Root, a highly popu- 
lar. joystick-operated game with 400 graphics screens created 
by Dale Drsharoon. Scheduled for shipping w ithin the next few 



Behind the Lines 



T f interactive fiction is opening the way to a new and intrigu- 
X mg form of home-computer entertainment, the process of 
creating such works is fast becoming an art form and market 
as well. Recently, a number of major software publishers 
have introduced a writer's tool known as the “interactive 

editor ’—a type of program that lets you write your own 
interactive prose. 

To understand what an interactive editor is, it is helpful to 
understand how participatory prose — the writing produced by 
the editor— wwks. The writing is novelistic, or narrative, in 
style, but with one major difference: at critical points in the 
text, the reader is asked to influence the course of the narrative 
if he so desires. Naturally, as in any critically acclaimed liter- 
ary- work, the experience is only as good as the ingenuity of the 
writer. Thus, with an interactive editor, the writer of such 
works is presented with a very powerful tool with which to 
construct a story involving numerous permutations. (The writ- 
er assigns a frame number to each screen of information and 
then writes in the connection of that frame to the others in the 
program on a status line: all of this is invisible to the reader) 
While these programs may seem highly specialized, and in 
fact were once the province of sophisticated programmers, a 
number of software publishers have now introduced interac- 
tive editors that are quite popular and sell well in retail outlets 
ranging from Toys ’R Us to Waldenbooks. Scholastic Inc.', 
for example, has recently released its interactive editor Story 
Tree, a $39.95 program that challenges and inspires children 
to write creatively . According to Philip Miller, head of pro- 
gram development at Scholastic. Story Tree was primarily 
designed for budding authors age nine and up. but is a literary 
form that is enjoying popularity with adults as well. Savs 
Mdler "Like Bank Street Writer— a w ord processor designed 

lor children that has become a bestseller in the adult market 

Story Tree is also being used by adults.” 

Story Tree allows the author to enter factual information in 
any order desired while creating branches between types of 
information. "This means that the reader of a Story Tree 
essay about Bigfoot. for example," explains Miller’, "can 
retrieve information about the creature by following any par- 
ticular line of information — from the locations where he w ; as 
sighted to his peculiar physical characteristics." 

Scholastic Inc. markets its products both within the 
schools and to the trade through bookstores and computer 
stores and is currently sponsoring a national writing contest 
for Story Tree users. 

Another interactive editor, W' hot 1J... The Interactive Writ- 
er. is being released this fall by Millennium. The $74.95 pro- 
gram is designed to meet both the needs of the fiction and 
nonfiction writer. Company chairman Nicholas A. Ulanov 
describes the way interactive prose might be used to take the 
reader on a journey through American history. “You might. 



for instance, follow the chronology of the American Revolu- 
tion up to the point where you first encounter Alexander 
Hamilton. If you find him a sufficiently interesting personal- 
ity, you might then follow his career to a certain point. Per- 
haps when it involved economics you might, instead, follow 
the economic history of the early days of the Republic 
One of the problems that many people have with histo- 
ry. says Ulanov, “is that they have trouble seeing the 
threads that connect themes. With participators prose, you 
can follow the themes m a way that's understandable and 
accessible, and this makes the content come alive." 

In referring to the changes that writers w ill encounter when 
using such a tool. Ulanov asserts. "The interactive editor 
forces the writer to no longer speak in a voice that is commu- 
nicated directly into the ear of the reader. The author now has 
to become multidimensional, has to be in more than one place 
at the same time, and has to constantly thread together the 
components of a story that is vaster than anything anv one 
reader will encounter. It’s one of the most demanding’ tools 
ever published in software because it requires exhaustive 
effort and thought. In some sense, most other computer tools 
for writers make life easier, in some ways this makes writing 
harder, though perhaps very rewarding and great fun ” ' 

All developers of interactive editors agree that the tool is 
especially ideal for children and teachers. Teachers use it to 
create courseware — interactive learning programs — to take 
their students on learning adventures. And children who have 
tested interactive editors in the development stages have 
shown great interest in writing creative adventures for other 
children to experience or solve. One softw are companv reach- 
ing out directly to this market is Spinnaker Software, who 
recently released Adventure Creator , a $39.95 program recom- 
mended for writers age 12 and up. Unlike other interactive 
editors, Adventure Creator uses color graphics to help with the 
design of adventure stories, and it is programmed to generate 
its own adventures as well. Another program. Adventure Writ - 
e/. is marketed by The Code Writer Corporation to teachers 
and writers who want to create their own stories or narratives 
1 his sophisticated program, which allows for more extensive 
branching, retails lor $60 to $70. depending on the computer 

The individuals who are developing and using interactive 
editors see the power and potential in the tool and take very 

’ inC * eeC *'- t * ie wor ^ s are being produced with it. “I 
think or the first time in a very long time, a new genre has been 
added to the literary forum." Ulanov notes. “This is just one 
example of just how exciting the computer age is. From my 
point ol view . word processors have not been that different 
lrom inventing a better quill, a better pencil. Now we're 
beginning to see the serious impact that computers can have on 
the creative community and on the world of ideas “ rit A aero 



I'W SOI I WAR I II HI IS 1 1 1 Si( i A SI 1 UNO 



months au Jimsun Island, a Rieiss purduced title lh, \\ ). 

*■ w\i o f {);. produced in-house at Spinnakci . ami .4 /.*» < in II i ■/, 
derland. also b> Disharoon. Both Disharoon titles vveie dc 
signed without a parser, according to Seth Godin Instead, a 
pull-down menu for each decision point goes players up to It. , 
different choices of dialogue and game direction 

CES Hosts New Lines 

The success of companies such as Infocom and Spinnaker 
has sparked the growth of the market for interactive fiction, 
and a number of new lines scheduled for release this spring | 
were on display at the recent Consumer Electronics Show in 
Las Vegas. They include the following: 

• Bantam's Living Literature line, featuring 
two original scripts based on books — Another 
Bow , a post-World War 1 murder mystery with 
Sherlock Holmes and Dr. Watson, and / Da- 
miano . based on Bantam's Damiano trilogy by 
R. A. MacAvoy. Developed in collaboration 
with Imagic. the initial titles are scheduled for 
release March 15. says Kenji Sugihara. director 
of Bantam's Electronic Publishing Division. 

The Holmes title, written by Peter Golden, 
has “photorealistic graphics” and a “break- 
through” parser, which understands a 2000- 
plus word vocabulary, Sugihara said. As 
Holmes, the player will communicate with the 
computer bv addressing Dr. Watson and telling 
him to GO AFT and PICK UP THE BOOK in 
an effort to distinguish the killer from famous 
and varied celebrities on the passenger list, 
such as Houdini. Picasso. Thomas Alva Edison 
and Gertrude Stein. 

Featunng characters out of the onginal fanta- 
sy novels. 1 Damiano was written by Dennis 
Lamb in consultation with author MacAvoy, 
who participated in the preliminary story con- 
ferences and reviewed the script periodically. 

The graphics are keyed to plot action in such a 
way that characters who are killed, for exam- 
ple. disappear from the screen. 

•Activision's Living Novel series, including 
Minds hadow and The Tracer Sanction. The 
video-game manufacturer, headquartered in 
Mountain View . Calif., worked with the devel- 
opment group Interplay Productions to pro- 
duce the games w'ith about 85 color-graphics 
screens and limited animation, according to 
Ralph Giuffre. vice-president of marketing. 

The company has worked to make its games 
accessible to novices, and both games feature a 
humorous “help” character, called the Con- 
dor, and onscreen illustrated tutorials listing 
parser vocabulary w ords and game commands. 

In Mindshadow , players take the role of a char- 
acter who wakes up on a desert island with no 
idea of who he is. The Tracer Sanction con- 
cerns the manhunt for an interplanetary crimi- 
nal know n as The Wing, w ith players serv ing as agents of the 
Stellar Investigations Agency. 

• CBS Software’s Felony , an interactive fiction-style sequel 
to its 1984 bestseller. Murder By the Dozen, in which a team ol 
up to four players tries to solve the crime with the help of a 
detective manual and crime-buster worksheets CBS Software 
also markets Adventure Master , an adventure-game authoring 
system by Christopher Chance and Jean Craighead George, 
which enables computer users to write their own interactive 
fiction, according to Marvlynn Rosenblum. vice-president ol 
product development. 

• Rhiannon. distributed by Addison-Wesley, with two more 



games in Ms gi.iphu ■> u xt ,nlw nttiu st i ie s t oi m i h < hi /%«■«/ of 
lilt .Si >i,lh S . </\ .Uid I ttin. I. Ill lilt 2Mli ( tllllU\ Kin. union, 
based m \ iigmi.i Im- nluaely marketed Jcnnii ol //a Frairii 
and ( <n < lirli Lin 

Literory Shortcomings 

Despite the continuing fascination with /(>//. and olhei ad- 
venlurc-gamc classics observers have begun to ciitici/c some 
of the early programs foi literary shortcomings stemming at 
least in part from the tact that most adventure games have been 
written by people tunned as programmers, "/oik is an arche- 
typal puzzle, witty and sophisticated, but at no time could you 
call it tt story." said Berlyn. 34. who w rote three science-fiction 



books and headed his own software company in Aspen. Colo., 
before joining lnlocom two years ago. “Adventure games are 
puzzle-oriented and inter active fiction is plot-oriented Adven- 
ture games aic very static, interactive fiction is dynamic.” 
Because ol the puzzle orientation, many works of so-called 
inteiactive fiction lack both a time line (meaning that the plot 
moves in response to plavers) and ffeshed-out characteis (who 
might respond emotionally). Berlyn noted. In responding to 
these kinds ol complaints, he and othei writers from print 
backgrounds who aie now entering the field have added richer 
characterization and plot complexities that occm no matter 
what game path plaveis take. “In my opinion, the' first example 




JANUARY 2V IW< 



51 




i 

I 





1 

I 

} 




. 1 



^■4 

I 

♦ 

1 

1 






of real interactive fiction was Deadline [the Infocom game that 
gives players 12 hours to solve a locked-door murder mys- 
tery]." said Berlyn. "It has characters that move around of 
their own volition, and it gives you the ability to affect the other 
characters' perception of reality and their attitude. If you ac- 
cuse someone of murder, they could become resentful and 
refuse to talk to you." 

Writing for interactive fiction does require some knowledge 
of programming, but writers grounded in the classical literary 
and dramatic tradition are needed for the genre to evolve, says 
Martinez, w ho has dev eloped his own TRANS authoring sys- 
tem. "This is a technical medium, but the best stuff is the result 
of a combination of programming and writing. You have to 
know how to tell a good story." 

Spinnaker is even hoping it can enlist authors with no com- 
puter know-how through its own authoring system. Spinnaker 
Adventure Language (SAL). The original Trillium agreement 
called for outside developers to use their own authoring sys- 
tems and parsers to produce games and graphics, but in the 
meantime the company created SAL. in the belief that "an 
important pan of our future would be in adventure games." 
Spinnaker chairman Bow man said. "So we decided to build an 
internal development system that would enable us to go to a 
creative person like a Ray Bradbury or a Harry Harrison [the 
British science-fiction writer] and not require that creative per- 
son to have a relationship w ith a bunch of programmers." 

Designed by Dick Bratt, Spinnaker's vice-president of engi- 
neenng. SAL is based on the C computer language, which 
permits programs to be convened easily for use on a variety of 
computers and even, with a specially constructed grammar, 
into foreign languages. Bowman claims SAL does "what no 
one else has been able to do. that is. take a huge number of 
pictures — 100 to 150 per game — and compress them into a 
very, very small space on a disk along with incredibly rich logic 
and make it fit." 

Some of the initial Trillium titles, including Preiss’s original 



52 



■yw i i i if i w y 



Atari programs, were published in the developers' formats, 
"but they translated our games into other machine versions via 
SAL." said Freiss. w ho has several other titles under develop- 
ment for Spinnaker. "In the future, we'll do the coding in their 
language." 

The Future 

Future developments in interactive fiction can be expected 
on several fronts, both literary and technological. As profes- 
sional novelists and others from nontechnical backgrounds be- 
come interested in the genre, they may bring to it stories and 
settings from a wide variety of fictional categories, translating, 
say. historical romances or western dramas for the computer 
screen. Among those working in the field already is Timothy 
Leary , former Harvard psychology professor and drug guru, 
who has formed a company called Futique ("as opposed to 
antique") to develop "very highly interactive software, using 
psychometric methods for translating the klutzy, creative 
methods of the human mind into computer terms." 

Advances in microcomputer technology could expand 
graphics and sound capabilities. Improved sound chips, for 
example, could enable the computer (or characters in the plot) 
to "talk" to play ers. And video laser disks, which observers 
predict may be routinely linked to microcomputers within a 
decade, could v astly increase storage of data, permitting larger 
parser vocabularies and life-like animation 

"With two spinning laser disks controlled by a microproces- 
sor, the graphics could resemble an interactive cartoon like you 
see now in some video arcades." said Kip King, a lawyer and 
software developer who now represents software designers 
through the Boston office of the talent agency K M. "A lot of I 
traditional authors interested in exploring a new art form could 1 
move interactive fiction from the one-dimensional world into] 
three dimensions. What you sec now is like looking at the bison! 
on the w alls of the Lascaux Cave in France and being asked to] 
imagine the Mona Lisa." 



PW SOLI WARE PUBLISHING K SELLING] 












David Bishop 

The term “state of the art” 
is often misguidedly ap- 
plied to things not worthy 
of the accolade. However, 
having spent many hours 
exploring the bizarre world 
of Douglas Adams’ Hit- 
chhikers Guide To The 
Galaxy, I am convinced 
that the art of computer 
adventures should always 
be in this state! 

Hitchhikers, the com- 

f iuter game, comes from the 
nfocom stable, famous for 
such thoroughbreds as 
Deadline and the Zork 
trilogy. All Infocom’s pro- 
ducts feature highly 
sophisticated langauge in- 
teraction and have been 
labelled “Interactive Fic- 
tion”, rather than adven- 
tures. A description which 
perfectly describes a good 
night’s interaction with 
Hitchhikers. 

Adams and Infocom col- 
laborated on the project 
from start to finish and this 
marraige of talent has prov- 
ed an unqualified success 
with much of the text being 
original rather than taken 
straight from the bock or 
the play or the radio series 
or the feature film or the 
T-shirts, or the ... I 

Having spent so long 
hitchhiking around the 
galaxy, I’m not about to 
make it easy for anyone 
else but a few ditties should 
serve to wet your appetite. 

As in the book, the game 
starts with you, Arthur 
Dent, trying to persuade a 
particularly silly civil ser- 
vant that demolishing you 
home to make way for a 
motorway wouldn’t be at 
all friendly! 

Still, none of this matt- 
ters because the Earth’s go- 
ing to be destroyed in 12 
minutes to make way for a 
new Hyper-Space Bypass 
being built by a Vogon Con- 
structor Fleet. 

Having hitched a lift off 
the Earth with your friend, 
Ford Prefect, ” who, you 
have just discovered, is 
really a researcher for the 
Hitchhikers Guide to the 
Galaxy, you are captured 
by the Vogons. 

The Vogon captain in- 
sists on reading you some 
of his poetry (the second 
worst thing in the Galaxy, 
according to the Guide) 
before throwing you out in- 
to space. 

So, Babel fish in ear, you 
are flung out into space and 
are picked up by the Heart 
of Gold, a revolutionary 
new ship powered by the 
Improbability Drive. To 



6III0E EO JHE6MMV 



reveal just what exactly 
you would have to do would 
spoil your enjoyment, but 
suffice it to say that in 
order to do it you must 
“become” other characters 
in the plot! 

The best way to il- 
lustrate this is with a cou- 
ple of examples ... On the 
bridge of the Heart of Gold, 
you find a handbag con- 
taining a pair of tweezers. 
Later on you wake up at a 
party and you are being 
chatted up by Arthur Dent 
(he who you just were) 
from whom you get a very 
important thing (V.I.T.) 
which you put in your 
handbag. Back in the 
future, as Arthur Dent 
again, you examine the 
contents of the handbag on 
the bridge of the H.O.G., on- 
ly to discover that tweezers 
have been joined by the 
V.I.T. 

As if that wasn’t enough, 
how about being on board a 
microscopic spaceship 
heading into battle when 
it’s swallowed by a dog! 
Suddently, you remember a 



dog yapping outside the 
pub where you and Ford 
went drinking six minutes 
before the Earth was 
destroyed. In fact, if you 
have brought a cheese 
sandwich from the pub and 
fed it to the dog, this is 
what would have happen- 
ed: “The dog is deeply mov- 
ed, With powerful sweeps 
of its tail, it indicates that it 
regards this cheese sand- 
wich as one of the great 
cheese sandwiches. Nine 
out of ten pet owners could 
happen by at this point ex- 
pressing any preference 
they pleased, but this dog 
would spurn them and all 
their tins. This is a dog 
which has met its main 
sandwich. It eats with pas- 
sion, and ignores a passing 
microscopic space fleet.” 
This is just one example 
of the detail and humour of 
the text in Hitchhikers, 
which will appeal to all 
lovers of Adams as well as 
more serious adventures 
who will find enough 
uzzles to keep them going 
or months. 



Hitchhikers is a bug- 
free, highly interactive and 
extrutiatingly funny 
adventure. I’m convinced 
it’s a major contribution to 
mental derangement and 
definitely worth buying a 
disk drive for. 

Hints and Tips 

1. Consult the Guide about 
anything and everything. 

2. Don’t be shy. 

3. Take everything you find 

— all things are useful. 

4. Alan Freeman? 

5. You’ll need four objects 
just to get the Babel fish. 

6. Make use of such 
prespositions as “under”, 
“through” and “inside” 
when using such verbs as 
“look”. 

7. There is no hint number 

7. 

8. Read every word of the 
instruction manual and the 
text that appears on screen 

— both are riddled with 
dues, and funny too! 

9. Using your five senses 
will get you out of many a 
tricky situation. 

10. Never be without your 
towel. 



g 



| 



COMPUTER GAMER JUNE 1Q88 




WASHINGTON, DC 
POST 

D. 718 , 842 — S. 996,621 

WASHINGTON D.C. METROPOLITAN AREA 



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Page 37 



The Hitchhiker’s Guide to the Galaxy — 

Infocom 

(Another Opinion) 

Don 7 Panic!! 

The folks at Infocom have done it again. 
This rendition of that all-time favorite, The Hit- 
chhiker’s Guide to the Galaxy, which, incidental- 
ly, was written with the active assistance of 
Douglas Adams, sets new heights of challenge 
and frustration. A Pan-Galactic Gargle Blaster is 
certainly in order before you play this one. 

You (hereafter known as Arthur Dent) find 
just getting out of your bedroom is a puzzler (I 
watched a friend die here four times), never mind 
getting off the planet! This game is one toughie 
after another. I assure you that there was a time 
when, judging from the phone calls coming in 
and going out at my house, you would have 
thought the entire country was engaged in a futile 
struggle to stick a Babel fish in its collective ear. 

Infocom has managed to retain the flavor of 
the original while creating such new and different 
problems that having read the book is no help at 
all except in a very superficial way. The narrative 
flow of the story and the sometimes hysterical, 
sometimes merely witty responses to reasonable 
and even not-so reasonable commands may lull 
you into a comfortable feeling that this game is 
just fun. Forget it. Be on your guard at all times. 
Those twisted genius programmers will lead you 
up every garden path in sight and frankly, they’ll 
even lie to you sometimes. 

I’m not going to attempt to give you the 
story line . . . the joy is in the discovery. Let me 
just advise you to pin on your Don’t Panic But- 
ton (included), have the last cup of tea you’ll 
have for quite a while, get your Joo Janta 200 
Super-Chromatic Peril-Sensitive Sunglasses 
(included) ready to blank out any visions of im- 
pending danger, know where your towel is . . . 
and have fun! 

Mindy Skelton 



EPYX FAST LOAD 

•If you have a 1541, go get this cartridge. 
For about $30 it makes loading three to five 
times faster , gives you a file copy and backup 
programs, and has a machine language monitor! 
You can also use it to protect/unprotect files or 
to issue disk commands. Mine seems to hang up 
the system now and then but it is still a good buy. 

Valerie 



STUDIO 64 

Very easy to use and has poweAr com- 
parable to Master Composer or Sight & Sound’s 
Music Processor. Does not work with the Sight 
& Sound keyboard overlay. There is a nice com- 
patible keyboard but good luck finding it! 

Notes on the staff are edited using the cursor 
keys to scroll back and forth, the delete key to 
delete notes, and by typing to insert new notes. 
Only one voice, however, is shown on the screen 
at a time. To merge the music with your basic 
programs, you need another package called Add 
Mus’in 

Valerie 

Mindwheel — Synapse 

When you think of the best in text adven- 
tures, you think of Infocom. But now Infocom 
has a challenger in Synapse’s latest release, Mind- 
wheel. This is a very large all-text adventure that 
takes place in the minds of four different people. 
You must travel back in time in search of the 
Wheel of Wisdom, by entering the minds of 
others. The concept is unique, and the game is 
intriguing. 

Synapse obviously decided to go “first 
class” on this one. The game takes a total of 
three disks, and also includes a hard-back book 
of over 100 pages. The book gets the story 
started, and then the game takes over. The parser 
is quite advanced; it allows you to type in long 
and complicated sentences. The story is by a pro- 
fessional writer and award-winning poet. It all 
adds up to a top notch text adventure that stands 
next to the best of interactive fiction. 

John Olsen 



DISKS “ 

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3 'c 















TELEKINETIC TYPING 





Heynen models special goggles 
that allow the handicapped to 
type just by looking at letters 
displayed in the view below. 



Computers have done won- 
ders for the handicapped— 
particularly victims of paraly- 
sis. With no more power of 
movement than the ability to 
speak or nod their heads, they 
can use a computer to tap out 
messages, control a television 
set, or drive a motorized 
wheelchair. But what about 
the more severely paralyzed? 

To help such people, two sci- 
entists at Bell Northern Re- 
search, the research arm of 
the Canadian telephone sys- 
tem, have developed a device 
that permits them to type 
merely by moving their eyes. 
The hands-free typewriter in- 
vented by David Kahn and Jan 
Heynen looks like a pair of 
welding goggles. When some- 
one puts the glasses on, he 
sees in one eye an array that 
duplicates the keys on a stan- 
dard typewriter. As he looks 
at this array, a beam of infra- 



red light bounces off his eye 
onto an optical sensor. With 
the aid of a small computer, 
the sensor indicates which let- 
ter the eye is looking at. 

To type, the person simply 
focuses on one letter at a time, 
holding his gaze steady for a 
second or so (the time can be 
set by the wearer) to signal 
which letter he wants typed. 
He focuses on other "keys” to 
space backward or forward, 
erase what he has written, or 
turn the device on and off. 

Says Heynen, "It is the closest 
thing yet to telekinesis [mov- 
ing objects with the mind].” 

In October the eyeglasses 
were tested by a 16-year-old 
girl paralyzed by cerebral pal- 
sy. After some adjustments to 
keep the glasses from slipping 
down her nose, she learned to 
type a sequence of letters. 

Said one of the girl’s teachers 
at the Ottawa Crippled Chil- 
dren’s Treatment Centre, 

"We all started jumping up 
and down.” 

Associates of Heynen and 
Kahn are organizing a non- 
profit company to market the 
glasses, beginning next year 
(price: about $600 each). They 
are already working on a way 
to connect the hands-free type- 
writer to a portable voice syn- 
thesizer so that the wearer can 
"talk” in an artificial voice. It 
will give new meaning to the 
old notion that the eyes speak. 

STAYING 

AFLOAT 

Two old sea dogs and an elec- 
tronics company have built a 
computer to battle an ancient 
paradox of the sea: sometimes 
the more stable a boat feels, 
the more likely it is to tip over. 

The reason has to do with 
physics. If, say, a vessel heels 
over to starboard (to the right, 
landlubbers), its center of 
buoyancy— the theoretical 
point inside the ship where the 



water’s support seems to be 
concentrated— also moves to 
starboard. The result is that 
the buoyancy applies a "right- 
ing force,” which tends to roll 
the hull back upright. 

But if a vessel is top-heavy, 
or if its cargo is not battened 
down, the righting force may 
have trouble pushing the boat 
up. As the imbalance worsens, 
| the rolling becomes slower 
and the boat may capsize. 
"That is why a boat that rolls 
j back and forth quickly is sta- 
ble, while a boat that has a 
gentle roll— where the food 
stays on the table— may be in 
trouble,” says Dennis Soder- 
berg of Western Marine Elec- 
tronics near Seattle. 

To help shaky mariners, 
Western Marine has designed 
a $4,800 Stability Computer 
that sounds a warning if a 
boat seems in danger of cap- 
sizing. The device keeps a run- 
ning average of the last 150 or 




! so rolls (registering apd tim- 
ing them automatically with a 
tilt-sensor and clock, and stor- 
! ing the results in its memory). 
It uses a standard maritime 
formula to calculate the boat’s 
stability, and rings the alarm 
if the rating drops below a 
pre-set value. Then, says So- 
derberg, "the captain can re- 
arrange the cargo, or inspect 
the bilges to make sure he’s 
not taking on water.” Adds 
Tom Casey, the fishing-boat 
skipper who invented the de- 
vice with oilboat captain Miles 
Rice, "Given just a little bit of 
time, a guy can usually bail 
himself out of trouble.” 




A tour of the universe from the 
controls of a personal computer 



COSMIC 

HITCHHIKING 

In Douglas Adams’s book The 
Hitchhiker’s Guide to the Gal- 
axy, Englishman Arthur Dent 
is swept up by a passing star- 
: ship just before the earth is de- 
molished to make way for an 
intergalactic freeway. Dent’s 
travels through Adams’s man- 
ic universe attracted a loyal 
following to the 1979 book of 
offbeat humor. 

Now Adams has joined the 
list of science fiction authors 
(including Arthur C. Clarke 
and Robert Heinlein) whose 
novels have been turned into 
the computer game form 
known as interactive fiction 
; (Discover, March). In the 
game ($39.95, by Infocom, of 
Cambridge, Massachusetts), 
the user assumes the role of 
Dent and conducts a dialogue 
with the terminal in order to 
work slowly through a maze- 
like plot. 

Adams and programmer 
Steven Meretzky have pre- 
served some of the book’s dry 
wit: when Dent wakes up with 
a hangover, the computer ob- 
serves, "Good start to the day. 
Pity it’s going to be the worst 
of your life.” But the wit 
wears thin with constant repe- 
tition in the plot’s many blind 
alleys. The authors of interac- 
tive fiction need to expand 
their universes, so to speak, to 
make this genre more than a 
glorified Adventure game. 



i *r? 



86 



DISCOVER / DECEMBER 1984 












fat/fHk 






■ 4RMM 



i among thousands of applicants, you are 
the few selected to qualify for “The 
. Project , a top-secret deep space 
exploration program. Completing each of ten 
qualification/training missions advances you 
one rank, beginning with “Raven**, then 
“Shrike”, all the way through the exalted 
designation “Starbird ”. Should you prove to 
be one of the elite, the project and the galaxy 
are yours! 

Each mission begins with launch from a 
secret base on the comet and ends when you 
return having met all objectives. (‘Land on any 
planet warmer than Callisto”, ‘land on any 
moon smaller than Titan” are typical 
objectives.) While it is only necessary to 
complete a mission to advance, each is timed: 
along with each player’s record, best mission 
times are maintained on disk. 

The Halley Project incorporates a twelve- 
constellation star map (showing bodies of 6th 
magnitude or brighter) and a remarkably 
accurate “real time” model of the solar system. 
Except for loss of the console screen view (star 
map) during hyperspace jumps, the model 
appears to operate in all aspects of play 
including the zoomable (‘radar”) display of the 
solar system. Planets and moons revolve, 
rotate, and actually change size depending on 
distance. 

Complete down to a cockpit view of terrain 
when you land and a briefing tape. 

The Halley Project has it all. Boot the disk, start 
the tape, douse the lights, and get set for a 
fantastic gaming experience. 



Available from: Mindscape, 3444 Dundee 
Road, Northbrook, 1L 60062. (312) 552-6922 
Cost: $44.95 



GRFX S.M. PLAY DIFF INTR GAME 

09 10 08 06 09 10 



Hitchhiker’s Guide to the Galax 

(Text Adventure) 



Compatible: 48K Apple ][ Plus, //e, // c 
Requirements: One disk drive 



It’s bad enough when your home is on the 
Demolition Department’s Top Ten, but what 
do you do when a new interstellar bypass means 
the demolition of your planet? You hitch a ride 
on the nearest Vogon spaceship, of course. 

Based on the best-selling novel. Hitchhiker’s 
Guide To The Galaxy quickly diverges into a 
kind of open-ended adventure which you win 
by accumulating all 400 game points. 
Accompanied by the eccentric alien. Ford 
Prefect, your odyssey includes encounters with 
the notorious Bugblatter Beast of Traal, 
personality switches, lessons in poetry 
appreciation, and a real braintwister of a maze. 

Incorporating Infocom’s excellent parsing, 
Hitchhiker’s Guide is often entertaining but 



Prepare for a close-up of area 




often frustrating as well. While the occasional 
requirement that a command be repeated several 
times enhances the atmosphere of hapless 
wandering, it also makes solution testing 
unnecessarily tiresome. Documentation and 
support trinkets set a new quality standard, but 
all the fluff in Aurthur Dent’s pockets won’t 
save this one. 



(Picture/Text Adventure) 



Compatible: 48K Apple ][ Plus, //e, //c 
Requirements: One disk drive 



Available from: lnfocom, 125 Cambridge 
Park Drive, Cambridge, MA 02140. (617) 
492-1031. Cost: $39.95 



When King Louis d ’Gamma discovered his 
castle would soon fall to treacherous retainers, 
he hid his treasure as well as clues to its 
whereabouts and a ma^ic lantern. Since the 
traitors were no good at either puzzles or math, 
the legendary hoard remains to this day, 
unclaimed and waiting for someone like you to 
solve the ancient mystery. 



GRFX S.M. PLAY DIFF INTR GAME 

NA 10 08 09 04 05 



jalaxvx 

T 



Lantern of D’ Gamma 



Lantern of D ’Gamma is intended as a fun 
way to involve young adventurers in using 
middle school math skills. While the interesting 
worksheets may help, the game is more likely 
to produce a bumper crop of English majors, 
all dedicated to writing better computer 
adventures. Aside from weak parsing, there are 
numerous fatal traps and no provisions for 
saving a game. (I typed in “SAVE” at one point 
and the game simply bombed.) 




Hopefully, Lantern will be recalled before 
it puts out too many lights. 



Available from: Milliken Publishing Co., 
P.O. Box 21579, St. Louis, MO 63132-0579. 
(3 14)-99 1-4220. Cost : $34.95 



GRFX S.M. PLAY DIFF INTR GAME/ED 
07 07 02 08 07 03 /03 



22 



COMPUTIST No. 27 



<33 






LAKELAND, FL 
LEDGER 



"Once a preppy, always a preppy , 
but at least Gaines is working 



D. 58,474— S. 67,630 

LAKELAND-WINTER HAVEN METRO AP 

OCT 20 1984 



He was Valerie Bertinelli’s preppy dentist husband on 
CBS’s “One Day at a Time.” He’s a 1930s preppy in “Ever- 
green,” a forthcoming NBC mini-series based on Belva 
Plain’s best seller. And now he’s a prep-gone-to-seed in 
“Oliver Oliver,” the Paul Osborn comedy running 
through Oct. 28 at the Annenberg Center’s Zellerbach 
Theater in Philadelphia. Is somebody trying to tell you 
something, Boyd Gaines? “No one’s likely to cast me as 
an Armenian,” says Gaines, 31, an Atlanta native who at- 
tended 12 grade schools as his father, a sales manager, 
changed jobs. “I’m not a preppy, even though I may look 
like one. My existence is a bit more bohemian than that.” 
Gaines considers himself a stage actor, although he is rec- 
ognized more for his TV work. Comparing the arenas, he 
says: “It saddens me that TV isn’t more ambitious in 
terms of content, but it’s appealing to a very large audi- 
ence. Fewer people see the run of a Broadway hit than see 
one episode of a sitcom.” 



-British rocker John Waite makes his acting debut this 
Reason in three episodes of ABC’s “Paper Dolls.” Playing 
himself, Waite will be the romantic interest for super- 
teen model Taryn Blake (Nicolette Sheridan) in addi- 
ction to performing four songs from his hit album “No 
Brakes.” 



Scott BaiO of “Charles in Charge” is keeping the new 
CBS series all in the family. His father, Mario, has signed 
to play a college professor in a coming episode. 



Frances Bergen has joined her daughter Candice in 
the cast of ABC’s “Hollywood Wives” as the wife of 
George Lancaster (played by Robert Stack.) 

“The Cosby Show,” NBC’s new hit sitcom, has under- 
gone a major change in its writing staff. The series came 
under fire recently when it was revealed that it employed 
no black writers. The New York-based show has rectified 
that situation by hiring Matt Robinson, whose credits in- 
clude “The Jeffersons” and “The Waltons.” 



TIPOFF 




NBC source said, giving no reason for Hendren’s dismiss-, 
al. Whatever he did, it was not considered crucial by NBC 
News. There will be no replacement appointed. Hendren’s 
last day on “Today” was Sept. 28. 

♦ 

“The Hitchhiker’s Guide to the Galaxy,” the d^ 
lightful Douglas Adams fantasy that has spawned a re- 
cord album, a radio show, a TV mini-series and a best- 
selling trilogy, is about to conquer another medium: 
computersRnfoooiUvthe company behind Zork, Dead- 
line” and severalother “interactive fiction” text-adven- 
ture computer games, will release an adventure version 
of “Hitchhiker” Nov. 1 (retail price: $39.95). The plot line, 
which players can manipulate by controlling the central 
character, Arthur Dent, is co-authored by Adams and 
Steve Meretzky, author of Infocom’s “PlanetfaH” and 
“Sorcerer.” 



Ron Hendren, whose contract option as co-host for the 
syndicated “Entertainment Tonight” was not renewed, 
has received his second pink slip in two weeks. NBC’s 
“Today,” on which he served as West Coast entertainment 
editor, has let him go also. “When it rains, it pours,” one 

/\ 



Tipoff items are acquired from the following national 
columnists: Marilyn Beck, Shirley Eder, Liz Smith and 

Suzy. 




ANNISTON, AL. 
STAR 

D. 32,500 — S. 33,200 

ANNISTON METROPOLITAN AREA 



OCT 2 0 1984 



j. 

Computerized galaxy 

“The Hitchhiker’s Guide to the Galaxy,” the 
delightful Douglas Adams fantasy that has spawned 
a record album, a radio show, a TV mini-series and 
a best-selling trilogy, is about to conquer another 
medium: computers. 

/ Infocbm , the company behind “Zork,” “Dead- 
line” and several other “interactive fiction” text- 
adventure computer games, will release an adven 
ture version of “Hitchhiker” Nov. 1 (retail price 
$39.95). 

The plot line, which players can manipulate by 
controlling the central character, Arthur Dent, is co- 
authored by Adams and Steve Meretzky, author o< 
Infocom’s “PlanetfaH” and “Sorcerer.” 





Section 



THE PROVIDENCE 
JOURNAL-BULLETIN 

WEDNESDAY, JANUARY 16, 
1985 






Computer games, 
and players, have 
no respect for you 




Gayle 

Gertler 



Mark Patinkin's column will resume 
soon. Until then, it will be shared 
among other Journal-Bulletin writers. 

I rue the day I found, next to the 
computer terminal provided for me 
by the Journal-Bulletin, a seeming- 
ly innocuous little disk marked 
“Zork." 

It turned out to be a computer 
game, and I approached it with 
confidence. 

I had nothing but good memories 
of games, all the way from Candy- 
land to T ri vial Pursuit. I’m a terror 
in front of a game board, so much 
so that people Who say they like 
my company otherwise refuse to 
join me when I seat myself in front 
of a cardboard square. 

That’s because my mind is like 
flypaper when it comes to retaining 
little bits of useless information. I 
know who played “Topper” on the 
TV show of the same name, even 
though its heyday coincided with 
my infancy. I know the capital of 
South Dakota. I know the names of 
Henry VIII’s six wives. 

Computer games, it turns out, 
call for other skills. 

★ * * 

THE FIRST TIME I met the troll, 
a very one-sided battle ensued. , One 
swipe from his bloody ax and I was 
decapitated. I asked the computer 
about my health. The answer came 
back. Unequivocal. I was dead. 

This was a new wrinkle. In the 
games I’m used to, you can lose, but 
you can’t die. 

The second time I met the troll, I 
was warier. 1 swung at him with 
my sword, stunning him. Elated, I 
opted for mercy. (“Go around 
troll," I instructed the computer.) 

He shook off his stupor and swung 
at me with his bloody ax. (“The flat 
of the troll’s ax hits you delicately 
on the head, knocking you out.”) 

Diagnosis: Dead. 

The third time I met the troll — 
he’s very hard to avoid — I had 
shed all illusions. I hacked at him 
with my sword, giving no quarter 
when he fell, wounded. The troll 
expired in a fetid brown mist, leav- 
ing me his ax. 

Was the object of this game to 
kill every creature who came my 
way? I needn’t have worried. A 
few moves later, I was stuck in a 
room rapidly filling with water. 

The object, it seems, is not to kill. 
The object is to not be killed. 

Shortly after realizing that, I 
drowned. 

★ ★ ★ 

THERE IS, I know, enough room 
for failure in life without failing at 
games. There is surely no need to 
seek more violence, no matter how 
bloodless these computer games 



make death. Zork, I decided, wasn’t 
for me. 

For a while, I would lie awake 
nights wondering who killed Ve- 
ronica. 

The game is called “Suspect," its 
object is to figure out which of a 
dozen costumed characters did in 
Veronica, and I switched to it be- 
cause I thought various skills built 
up over the years as a reporter 
would help me zero in on the cul- 
prit. 

I didn’t realize when I started 
that once again I’d be dealing with 
corpses. 

After several tries, during which 
I wandered around Veronica’s 
mansion interviewing people 
dressed as vampires and astro- 
nauts, the only thing I had managed 
to do was get arrested. I had also 
realized another drawback to these 
games. 

The computer doesn’t let a dumb 
move pass without sarcasm. 

At least, in board games, the oth- 
er players try not to snicker. Some- 
one might smile when you land on 
Broadway, complete with red plas- 
tic hotel, for the third time, but 
people generally don’t laugh out- 
right. It’s considered bad form. 

The computer has no such scru- 
ples. 

Locked out of Veronica’s man- 
sion, the burglar alarm I had inad- 
vertently triggered in the garage 
ringing madly, I hit a glass door in 
frustration. I knew I was once 
again only a few moves away from 
being handcuffed by police. 

“Trying for another B&E, eh?” 
sneered the computer. “Your hand 
stings something fierce now!” 

To injury, add insult. 

★ ★ * 

MY INTEREST in Veronica’s 
death evaporated quickly. I 
thought I’d try exploring a planet 
or two, via a game called “The 
Hitchhiker's Guide to the Galaxy.” 
This time, I died only a time or two 
before figuring out how to leave 
Earth. 

Then, as I sort of expected, I got 
stuck. I was in the hold of a Vogon 
ship at the time, reduced to kicking 
a machine that dispensed things 
called babelfish. In order to under- 
stand the Vogon voice coming over 
the PA system, I had to catch a ba- 
belfish and use it as a translator. ’ 

Unfortunately, I couldn't get hold 
of a babelfish. The dispenser dis- 
pensed them, but then they disap- 
peared through a hole in the wall. 

I sought human help. Turns out 
computer games bring out the 
worst in people. 

“Figure it out yourself,” said a 
friend known to spend hours upon 
hours racking up huge scores in 
computer games. Ordinarily the 
most helpful of humans, he had the 
air of one who had unearthed great 
secrets and had no intention of 
sharing them. “The satisfaction of 
these games is the torture they give 
you." 

Well, I beg to differ. From now 
on, if I want to be tortured. I’ll pick 
up the Sunday New York Times 
crossword puzzle. I may embarrass 
myself, but unless things have 
changed, it won’t be fatal. 





m 












BILLBOARD 
HEW YORK, N.Y. 

W. 45,379 



Do Women 
Compute? 



By FAYE ZUCKERMAN 

Chopping the Consumer Elec- 
tronics Showroom floor, this time 
around promises to reveal yet an- 
other year when computer soft- 
ware takes a high profile. But for 
the surviving computer firms of a 
near lethal shakeout, this year they 
are placing more emphasis on mar- 
keting than ever before. The fledg- 
ling high technology program mak- 
ers are showing a new concern for 
promoting product as well as turn- 
ing out quality innovations. 

Additionally, computer software 
for 1985 will span a wide array of 
subject matter, from serious home 
banking programs to free-wheeling 
trivial pursuit video games. Even 
pro-social computer software is be- 
coming popular. 

Consider Rhiannon Software/ 
Adventure Stories for girls only. 
The series of computer programs 
by Addison-Wesley is designed to 
teach girls seven to 1 2 basic com- 
puter skills to keep them up on 
technological possibilities. 

"The computer revolution is 
breeding new generations of in- 
equality in education— and girls 
are the ones being left behind,” 
notes Jessica Kersey, a spokes- 
woman for the computer software 
developed by counseling psycholo- 
gist Elizabeth Stott and program- 
- mer Lucy Ewell. "Experts agree 
hat currently existing software 
.earning games are male oriented." 

How do these entertainment pro- 
grams differ from the ones suppos- 
edly geared for males? According 
to Kersey, the adventure games fo- 
cus on women heros. "They fea- 
ture smart, self-sufficient girls who 
are determined to survive in often 
hostile environments." 

For example, in one title, “Jenny 
Of The Prairie," a girl becomes 
separated from a wagon-train in 
the year 1 842. The adventure cen- 
ters on Jenny's attempt to survive 
in the wilderness. Other girl-related 
computer programs include “Cave 
Girl Clair," "Chelsea Of The South 
Seas Islands," and "Lauren Of The 
25th Century." 

And while Addison-Wesley fea- 
tures its female-oriented packages. 
Mindscape, a subsidiary of the 
100-year-old textbook publisher 
SFN Companies, will be featuring a 
greatly broadened product spec- 
trum for a target audience 4 years 
of age and up. The Illinois high 
technology concern publishes four 
lines of educational/entertainment 
home computer software: 
"Sprout," products geared toward 
early learners; “Pixelwerks," pro- 
grams for children eight and older; 
"Alert,” high-level entertainment 
packages for teen-agers; and "Fo- 
lio,” a series of home productivity 
and utility programs. 

One of Mindscape’s most inter- 
esting products is "Indiana Jones 
In The Lost Kingdom," in which 
challengers control Indiana Jones 
who is appropriately equipped with 
his trusty whip. Another notewor- 
thy title is "Mr. Pixel's Program- 
ming Paint Set," which allows 
youngsters to draw on the comput- 
er screen. Also, the firm's flagship 
oducts are based around chil- 
en’s book author Mercer Mayer's 
Fonk characters. The firm will be 
featuring "Tonk In The Land Of 
Buddy-Bots" at a suggested retail 
price of $34.95. 

( Continued on page CES15) 

\ 



CES3 



Do Women 
Compute? 

(Continued from page CESS) 



‘The computer revo- 
lution is breeding 
new generations of 
inequality in educa- 
tion and girls are the 
ones being left be- 
hind. Experts agree 
that currently exist- 
ing software learning 
games are male ori- 
ented. (Adventure 
games focusing on 
women heroes) fea- 
ture smart, self-suffi- 
cient girls who are 
determined to sur- 
vive in often hostile 
environments.’ 

Music composition programs for 
microcomputers will also take cen- 
ter stage at the Consumer Elec- 
tronic Show. Hayden already has 
announced an innovative package 
for Apple’s Macintosh; Broderbund 
is hoping to get a spotlight on its 
“The Music Shop." Additionally, 
look for Mindscape's “Bank Street 
Music Writer," a composition tool 
that allows for music to be edited 
in three or four voices. As for 
Broderbund's "The Music Shop," a 
spokeswoman for the firm explains 
th 3 t "until now, music programs ei- 
ther had a lot of capabilities, but 
were intimidating to beginners, or 
they were too entertaining, and an 
accomplished musician wouldn't 
take them seriously." 

The firm is hoping that its music 
composition programs will service 
"both worlds." The software lets 
users create, store and edit com- 
positions as well as print out sheet 
music. Cathy Carlston of Broder- 
bund says that the firm will be of- 
fering purchasers of the music pro- 
gram a free harmonica. 

Additionally, the computer soft- 
ware concern will be featuring its 
highly popular " The Print Shop." 
which garnered 30,000-plus sales 
figures for 1984's fourth quarter. 
The top-rated "Lode Runner" for 
the Macintosh will also be launched 
during the electronics show. 

Video games will also have a 
presence on the show floor. Activi- 
sion's exhibit will focus on Apple II 
versions for Pitfall II: Lost Cav- 
erns." "Space Shuttle," "HERO," 
“The Designer's Pencil," "The 
Tracer Sanction” and "Mindsha- 
dow." Entertainment software 
maker Datasoft will be showing 
"Mr. Do" for Atari, Apple and Com- 
modore computers. The arcade 
classic is said to have some 99 lev- 
els and about 10 screens. 

Probably the show-stopper this 
year will be Infocom's “The Hitch- 
hiker's Guide To The Galaxy," a 
text adventure based on Douglas 
Adams' novel. Steve Meretzkey, 
best known for "Planetfall.” 
worked closely with Adams to de- 
velop software that lets users "tour 
the universe." 

In addition tcj Infocom's high-lev- 
el adventures. Synapse software 
will be introducing what it calls 
"Electronic Novels." These novels 
are said to be computer software 
programs packaged with books 



that set the scene and story line, in- 
troduce characters and provide in- 
formation related to solving the ac- 
companying computer program. 

Another line of adventure-style 
computer games is based on the 
books "Chronicles of Narnia" and 
include two titles, "Narnia" and 
"Dawntreader." A copy of the ap- 
propriate book is included in the 
package published by Chicago's 
Lifeware. 

According to author Paul Gruen, 
"'Narnia' and Dawntreader’ are 
computer games which are the 
most like family board games as 
they were designed by me, and I 
specialize in board games,” he 
says. “Hence, I tried to make them 
vehicles for human interaction. In 
the 'Narnia' games, there are fre- 
quent breaks so players can stop 
to interact and talk over strategy." 

Former video game maker Ima- 
gic will roll out interactive fiction ti- 
tles as well. One, "Another Bowl," 
is a detective game featuring Sher- 
lock Holmes and Dr. Watson. An- 
other, "The Computer Adventure," 
is an adaptation of William Shake- 
speare's "Macbeth," whereby the 
player tries to determine if Mac- 
beth is a murderer or hero. Finally, 
Imagic will introduce "Time Travel- 
er" based on H.G. Wells "The Time 
Machine." 

Not only entertainment software 
firms will underscore the mam- 
moth electronics event, education- 
al software offerings are being 
planned and will feature several 
programs destined for industry 
best-seller lists. Spinnaker Soft- 
ware is planning to show 20-plus 
new programs based on its various 
lines of brand-named software. ! ts 
Trillium series of interactive fiction 
will be highlighted. 

Furthermore, Scholastic Soft- 
ware plans to heavily promote Guy 
Nouri's “Operation Frog." and its 
series of educational progiams 
themed around the top-selling PFS 
series of computer programs from 
Software Publishing. 

Other educational programs 
slated for roll outs at the show in- 
clude Scarborough Systems' 
"Build-a-Book," Davidson & Asso- 
ciates' "Spell It!" and CBS Soft- 
ware's "Keys To Responsible Driv- 
ing." as well as “Ducks Ahoy," a 
math learning game by Joyce Ha- 
kansson & Associates. 

Avant-Garde, which recently ac- 
quired HESware, will be featuring a 
series of educational products. Its 
popular "The Magic Cash Regis- 
ter" is one of the few computer 
programs to teach youngsters 
about money. Additionally, the firm 
will be showing "Word Scrambler 
And Spelling Tutor," a program de- 
signed to teach basic word skills. 

In addition to educational titles, 
the Eugene, Ore. company offers 
home office and personal produc- 
tivity software. Of interest is its 
“Architectural Design” package 
which aids users in making basic 
floor plans, interior designs and 
landscape planning. Two other per- 
sonal productivity programs from 
Avant Garde, "Be Your Own 
Coach" and “An Apple A Day . . . 
focus on developing health skills. 

"Be Your Own Coach" was devel- 
oped by several world class run- 
ners including Alberto Salazar, 
Mary Decker and Joaquim Cruz. As 
for “An Apple A Day ..." it is a fil- 
ing system for medical records. It 
can keep track of insurance poli- 
cies, health-related tax deductions, 
and physician visits. 

Other personal development 
computer programs expected to 
take a high profile includes Simon 
& Schuster's "Typing Tutor III," an 
advanced typing instruction pack- 
age. Because of the ability to moni- 



tor time response, the typing pack- 
age, designed by Kriya Systems, 
can create customized lessons for 
an individual's learning needs, the 
New York firm says. 

Warner Software Inc. will be re- 
leasing the Apple Macintosh ver- 
sion of its “Desk Organizer" for 
$149. The program allows users 
to file, dial telephone numbers, re- 
trieve telephone messages, insert 
access codes, calculates on screen 
and contains a calendar. Addition- 
ally, Macintosh's alarm clock is tied 
to the calendar. 

Other companies focusing on 
the home management area in- 
clude Practicorp., Monogram, Fu- 
turehouse, MECA ar.d Grolier Elec- 
tronic Publishing. Look for Option- 
ware to rollout "Tax Projection" 
and "Preparation Multi Pack" that 
runs with the popular Lotus 1-2-3. 

Arr ays Inc. /Continental Soft- 
ware has started shipping its long- 
awaited “Get Rich: Strategies Vol. 
1" for the Commodore Atari, IBM 
and Apple computers. 



\ 



l 




Parker Bros.’ Q-Bert's Cubes Is coming In February for the Atari 2600, Co- 
leeo. Commodore 64, Atari Computers, Apple U and IBM PC and Jr. 







*■ V/ Km/ 

‘Hitchhiker’ 
Guide 



- l hcre is a tneorrwKich states that if 
msfonf/y dLoill nZ ? 15 h * re - " 

fe^«fs.-s£r“ 

.«v;sxr«"" 

J The Pj tc hh iker’s Cuidejo the 

2 »w»-sri£ 

interactive computer g lm e n<XT ^ ,be 
,he B ^ r - pa f' n '°&''inboo"fo™ mem,0n 

er’s 00^ tte Ve JIia«” f sh? e Hi,Chbik - 
larity — they're a stUch^ *'"* ° ne slm “ 

Ever To Be Made J * F ‘ clion Series 
Game, Album Stage prod. B , 00k ’ Computer 
and TV Show And?*/ - d Ctlon and Ra <ho 

again (the radio vereionTbep 0 bC broadcast 
at 2 pm. on WFPL-FM (89 of 81nn,ng Su nday 

happens to be the sol ? f. ngiishman w ho 
destruction of Earth rT,,^^ 01 ' of the 
exploded by aliens to mate room ‘‘f 
" ^Pace throughway ) °° m for a 

celestial sou* ArthuTenf ° 3 buncb ° f 
through SDace anrf *■ nds UR wan dering 

visiting the Restaurant The F ba ' h , robe - 

Universe, the Frog Star and „fh" d ,be 

wo-headed fugitive ment,on the 

Earvin the 5^^"' a " b 

a^eT'.stfSin ThT° nty Pytbba 

udio effects and plentv ,? are . are 6 00d 
irtm/c.Tlarke - 

S5«a8« 



Ws /sn’f the "Hitchhiker" book or the 

The first three books rTha u * / 

Guide to the Galaxy” •«£•»?' x > H * tchhiker 's 
the End of the UnfrrrJZ Restaura nt at 
Universe and EvemS^ T • Life * the 
reading. They're $15 95 n h l J ° ,,y g00d 
Crown Pressjn a *eclL * ' r0m 

J3?0. and^re moVS" 5 C0S ‘ * 395 *> 

ba ve the sa™ ”® ”* 61 '- They 
Douglas Adams, who also T’ aI1 by 
the interactive video P om° belped to write ' 
Unfortunately th^ m i (See be,ow )- 

“trilogy” (“ 9 a the * ourth hook in the 

^••f^-f o w^r?r,T 2 n 9 i ,o h rAi,,he 

Price. The narrafivA c* JI2 ' 95 hard back 

bound, the cast list is disTnno™ 3 / 0 ^ earth ' 
and the witty fljpL d ' sappo,n hngly short 

grounded by®* tl^t^eT 



And%r S donT T h h a e ve ad ,o° S° " * 

pages. e 10 turn any 



guide to ‘Guides’ 
eT'sS‘ ! T* h3starteS ’* ha ''H«ch- 

tahiA J?A :** - a a Eristic book — a 
table electronic encyclopedia of ih 

ix Y’ w >idly inaccurate hODelessiv a C 

j^sasaHr 

a«£s 5 ?, 5 srs 3 



this play^iTThe^Ohio Val°e"y T t , l ,', < ' rf °™ inK 
a Poor be, ,„r your 3^“^" 

ooHe*or°s C Te r L*TheT* : * be,i,s al1 ‘™e 
ble to find p ’ hC ° G are a,most impossi- 

Records label Thf T tbe Hana ^al 

tbe otTpJ h O n e^T"Z G r e 10 

rant at the Fnd ^ and . The Re stau- 

Propped from distribu ted In'lsS^Go T**!? 
m your aunt’s attic. 84 ' Go l00k 



al 7 l^'l S * e in teractive computer game . 

d «P" d a budg- 
ter Beast of T ^Z^ZThTZT' 

able fromTnfocin* :h,' e0 9ame: Av 'ail- 

the same namJ a ihelnte^r game 01 
where it nub? 6 Inter active kind, 

W In'wC JK Tanttd " 00 3nd you 
“Drink the Pab-r-o? * f d next ’ ,j ke 

,ut don't swal^w th^swizzle luc^y^’ 

llaTeX^ SpQCe and -cumu U 

•beX 8 re"Iter| a cTm' e H‘ 3b ° Ul S39 ’ 95 ^ 

••H/a » AIari » Commodore and IBM 

spoof forthosTn?.T f "■ Tony - " It,s a big 
If y„ u nT bf ,“f r Wh0 know 'be book.” 

-1 iry 10 follow the hOAk’c rdlev* f 

S n c e yo 

S‘o e S WaS m ^e^f„^,a^ 

biid a'i“ V " J ve be3 ‘ ybub 

room on an alien sdvaT^ t0 8et out a 
'te;a y . we l ie P d a^the^t”* ^ 

Playing the^ame^Jon 3 ' nCky P °' nt whlle 
spend anothefwVr 0 ^ S h Exp «‘ ' 
also said there’s a hL f b ' book ’ He 
game that — yes — a d . s . U8gest,on in the 
the works Y anof her sequel is in 

H k X^ be b “ k r sGaide •••• 

► c -» ,s r Pore or less infinite, 

— CS Johnson, staff £drthkng 



Sjfutdfy; 




Journal: 

Date: 



PUNCH January 2 1985 



PRESS 
CUTTINGS 

Burgess & Company 

jfitn®' 



DATABASE 



You did it, didn't you? Go on, admit. 
You held out until Christmas Eve 
and then it was wham, down to Tot- 
tenham Court Road or Holbom or 
somewhere and shelling out far 
more than you can afford on some 
horrible little box of tricks which 
you don't understand and don't 
even know what to do with, and no- 
body has told you anything about it 
or what it can do. Somehow your 
children are capable of just turning 
the bloody thing on and going at it 
blindly, and the irritating thing is 
that they cam actually make it work, 
whereas you are still sitting there 
with the manual, trying to work out 
just what the hell it means, while 
your eyes bubble amd your lips dry 
out and your wife nags at you to 
come to bed. 

You know why, of course, don't 
you? Yes . . . they're taught about 
the things at school. It’s a sort of 
generation gap. You can't be ex- 
pected to understand. It’s an apti- 
tude. Young people leam more eas- 
ily. And so on. 

Rubbish! The fact is that you are 
scared of the thing. You were 
brought up in the days when com- 
puters were colossal, humming go- 
lems stuck away in airconditioned 
rooms with acolytes who possessed 
the secret scroll, and if anything 
went wrong it would be the end of 
the world, Armageddon, boiling 
metal all over the place and a six- 
figure gas bill. 

Well now. What can this column 
do to help you overcome this aver- 
sion? I suppose we could strap you 
into a chair and flash pictures of na- 
ked computers at you while inter- 
fering with your person, just like the 
psychiatrists think it’s clever to do 
with child molesters and homosex- 
uals; but judging by the psychia- 
trists’ success rate, I think that’s a 
bad idea. 

Alternatively, we can show you 
that the things are (a) harmless, (b) 
stupid, (c) almost indestructible, (d) 
useful and (e) fun. 

Starting at the beginning. Com- 
puters are harmless. That's all that 
need be said. You can’t actually 
physically blow the thing up, and 
unless you unbolt the lid and poke 
about inside you are perfectly safe. 
If you do take the lid off, you may be 
in trouble; they are full of things 
which retain a very high voltage, 
even when switched off, and which 
can kill you. Frankly, it's up to you, 
but if you think anyone will miss 
you, you've another think coming, I 
don't know what’s happened to us, 
ever since the children came along 



you’ve gone to pieces, what sort of a 
father are you anyway?, and anoth- 
er thing, you can’t make a decision, 
my God sometimes I lie awake at 
night . . . 

Sorry. Next. "Stupid”. Yes, 
they're stupid all right. Can’t do a 
damn thing on their own. Just like 
some people. Honestly 1 don t know 
why I married you, if it wasn't for me 
you’d . . . Sorry again. It’s been a 
rough Christmas, what with one 
thing and another, but my God 1 
can’t take much more of your 
bloody nagging. 

As well as being stupid, they are 
almost indestructible. This is where 
a lot of people go wrong. They hov- 
er on the edge, not daring just to 
arse about with the thing, when that 



is, in fact, the best way to do it. Be- 
lieve me. I know. The amount of soft- 
ware that comes through my hands 
is moderately prodigious, if you see 
what I mean, and when I hear of 
people spending a year learning to 
use some lousy word processor or 
integrated package I could scream, 
it’s all so silly and pointless. The 
great Database recommendation on 
this point is, when you have a piece 
of software you don't know about, 
bung it in the slot and start to play 
about. Modem software is so well- 
tested that the chances of an igno- 
rant user actually being able to 
crash the program is pretty well nil. 
In the old days (= 1982) you could 
actually destroy the program you’d 
just spent £350 on by doing some- 
thing silly like pressing the wrong 
key at the wrong time. Now all you'd 
do, if you stick to decent, well- 
known software, is bugger up your 
data. And since that will be joke 
data, at least until you've got the 
hang of things, it doesn't matter. 
Does it? 

You can leam more about a piece 
of software by playing with it for an 
hour than by sweating through the 
manuals for a fortnight. That's the 
new trend, of course, and that’s why 
things like the Macintosh software 
manuals are as skinny as I'll-go-to- 
our-house, as they used to say in 
Ilkeston, where I don't actually 
come from but where I went once, to 
visit a nice chap called Blomfield 
who knew all about that sort of thing. 
What sort of thing? Mind your own 
business. 

Next point. Usefulness. You won’t 

get the faintest idea of what you can 
use machines for from the majority 
of salesmen. They simply don’t 
know. The standard of the computer 
retail trade is staggeringly awful on 



the whole , and while you expect stu- 
pidity from the alien monoglots up 
the Tottenham Court Road who only 
know what's written on the shipping 
carton and what their commission 
is, you expect something better 
from a specialist shop. 

You won't get it. I did a check the 
other day and the ignorance was 
awesome. Half of them didn’t know 
anything about the hardware even, 
and that's where they make their 
money. And as for software, which 
is, after all, the stuff that makes the 
machines useful, you might as well 
forget it and stick to what you read 
here, unless you fancy wading 
through the awful jargon-laden 
computer magazines which tell you 
that function key 10 returns you to 
the main menu, but don’t tell you 
why you might like to spend money 
on die program in the first place. 

The thing is, 1 suppose, that soft- 
ware is damned expensive to carry 
a lot of, and unless you are a smart- 
Alec like me, it's difficult to leam 
two or three new packages a week, 
which is ideally what salesmen 
would do. There are noble excep- 
tions, of course, and 1 hope to reveal 
them to you as and when 1 track them 
down over the coming months. 

Finally, fun. If 1 were recommend- 
ing one piece of software to get 
someone across the mental leap into 
computing, I would suggest the ut- 
terly pointless, utterly absorbing 
“interactive fiction” published by a 
marvellous American firm called 
Infocom. I've already talked about 
Zork, a series of three monster sto- 
ries in which you play the adventur- 
er and the program plays the other 
characters. Now they've come up 
with another marvellous thing, this 
time an interactive version of The 
Hitchhiker’s Guide to the Galaxy 
based on the book by Douglas Ad- 
ams, who kindly sent me a copy. It's 
a masterpiece. Hilarious. Adams 
has done a marvellous j ob . And next 
time I see him, I’ll kill him. I’ve so far 
managed to get into the hold of the 
Vogon Constructor ship, but can I 
get a babel fish out of the dispenser 
to stick in my ear so that I can under- 
stand the cryptic messages which 
come out of my space ship's inter- 
com? Can I buggery. So if anyone 
knows the answer to that, or indeed 
what you say to the screening door 
when it demands a tiny sign of intel- 
ligence before it will reconsider its 
decision, I’ll pay them five pounds. 

But honestly, a few hours (it'll 
seem like years) with Hitchhiker 
will teach you more about the way 



the computer works than all the ner- 
vous manual-reading in the world. 
There's also another marvellous 
one called Suspect, where you are 
a journalist who, at a fancy-dress 
party, becomes suspected of a mur- 
der. I am still in the preliminary 
stages of working out what the hell 
is going on, but I can tell you it's fun. 
Infocom are actually sods; I wanted 
to review a number of their other 
stories, like Enchanter, where you 
fight an Evil Warlock, and Cut- 
throats, where you are a diver try- 
ing to get at a shipwreck, and Sus- 
pended, where you are frozen in, 
um, thingy, suspended thingy, ani- 
mation, but they didn’t give them to 
me. But they will, and I'll tell you all 
about them presently. If they are 
anything like Zork and Hitchhiker, 
then they are knockout, around £35- 
£50, and worth every penny. 








'*■ ' *r 

3S£*^2^‘'43&j?V aj 

— - * ;, ... — 



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'dV*> -■ 



33 

► MAC C AND MAC C 
TOOLKIT 

A C compiler for the Mac- 
intosh, Mac C is fully inte- 
grated with the editor, 
assembler, debugger, and 
linker of the Macintosh 
68000 Development Sys- 
tem. The Mac C Toolkit 
provides C interfaces to 
standard Macintosh files 
such as dialogs and desk ac- 
cessories. 

Mac C allows access to 
450 Macintosh system calls 
and compiles 1600 lines of 
code per minute. The Mac- 
intosh 68000 Development 
System is required for use 
of the Mac C and Mac C 
Toolkit. (List Price: Mac C. 
$ 295: Mac C Toolkit, $175) 
Requires: Macintosh 



Consulair Corporation 
140 Campo Drive 
Portola Valley, CA 94025 
(415) 851-3849 

CIRCLE READER SERVICE NO 932 

33 33 

► TIMEBASE 

An integrated program for 
the Macintosh, TimeBase 
makes use of overlapping 
windows to provide five 
business features — time 
management, information 
management, centraliza- 
tion, forms and letters, and 
TMP (tracking, maintain- 
ing, and planning) — on a 
single disk. You can use the 
program with other Macin- 
tosh programs, such as word 
processors, databases, 
spreadsheets, and account- 
ing programs. You use the 
mouse to generate com- 



mands and functions, and 
the keyboard for data entry. 
(List Price: $ 149.95 ) 
Requires: Macintosh or 
Lisa (under MacWorks) 
SoftDesign 

14145 S.W. 142 Avenue 
P.O. Box 161377 
Miami, FL 33186 
(305) 253-5521 

CIRCLE READER SERVICE NO 933 



□ 

SIMS 



► THE HITCHHIKER’S 
GUIDE TO THE 
GALAXY 

Written by Douglas 
Adams, the author of the 
book of the same name, and 
Infocom’s Steve Meretzky, 
The Hitchhiker’s Guide to 
the Galaxy is an interactive 
science-fiction game. The 
first part of the game fol- 
lows the book’s story line: 



You are Arthur Dent, a 
hapless earthling whose 
house is about to be de- 
stroyed by bulldozers. Un- 
known to you, plans are 
afoot for the destruction of 
the entire planet, but your 
friend Ford Prefect helps 
you escape by hitching a 
ride on a Vogon flagship. 
Once you are aboard the 
flagship, you find the char- 
acters and locations of The 
Hitchhiker’s Guide appear- 
ing in a variety of misadven- 
tures that Adams has 
written expressly for the 
game. (List Price: $39.95) 
Requires: Apple II, II Plus, 
lie, or Me 
Infocom, Inc. 

55 Wheeler Street 
Cambridge, MA 02138 
(617) 492-1031 

CIRCLE READER SERVICE NO. 934 



THE PRIME PLOTTER 



The Graphics/ Statistics Package 

FOR the APPLE II + / lie 



Praise Our Own Product? The Reviewers Have Done It For Us! * 



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PR l c I 39 3 




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a 



"The Prime Plotter is the kind of 
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mastered, there is no plotting package 
that is quite this versatile and powerful.’ 

Gregory MacNicol 
InfoWorld September 5, 1983 



"The Prime Plotter contains more power 
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“It can do many things not found in other 
packages; I know of no competing 
program which can do as much!” 

David Morganstein 
Washington Apple Pi May 1983 



The Prime Plotter $240 

Demo disk, refundable $ 15 

Manual. 2nd edition, enhanced. 

for 1st edition users only $15 



"The Prime Plotter is a surprisingly complete plotting 
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make the product the most powerful plotting package the 
reviewer has seen The product is superb for creating 
Slide-show' presentations of generic data.” 

Chris Williams 
MICRO August 1983 

Plotter Interfaces: 

STROBE 100 200 $60 

SWEET P 100 COMREX CR- 1810 $60 
HIPL0T DMP-40, DMP-29 $75 

HP 7475A/7470A/7220C $75 



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"Prime Plotter is a carefully conceived, 
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SOFTALK September 1983 









a" - oitocft 


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MLTI« 


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PEELINGS II Rating 




The Prime Plotter 


A t- 


Apple II Business Graphics A - 


PFS Graph 


B 


Versa plot 


D 



“At first glance, it's almost over- 
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key, the myriad of possibilities fea- 
tured can test the ingenuity of even 
the most knowledgeable user." 

Business Software 

Vol. 1, No. 5, Sept. /Oct. 1983 



“In conclusion, if you are looking for the 
most powerful program for scientific or 
business use and are willing to spend 
several days learning the system. The 
Prime Plotter is your best choice " 

Plotter Summary 

PEELINGS 11 Vol. 4, No.4, 1983 



( ‘ ) By permission of the 
respective m.tq4/in«*s 



To order, or (or more information, see your dealer or contact: 

PRIMESOFT CORP., 

P.O. Box 30, Cabin John, MD 20818 Phone: (301) 229 4229 

Personal i hecks. Visa. MasterCard, or Choice accepted. Dealers: call write frw a dealer kit. 



164 4 A f MAGAZINE FEBRUARY 1985 



CIRCLE 239 ON READER SERVICE CARD 








Evci play a fantasy role-playing 
; ami and think. “I cuuld create a 
ucr came than this!" Well, now's 
\ ~>ui chain ( . Electronic Arts new Ad- 
venture Construction Set is a phenom- 
inai r.cw program that kts you build 
,u!!-f]fdgcd advfjiiun games, eom- 
piete with tour independent )v con- 
t rolled diai al ters, c variety of crca- 
iures. and a landscape. 

Your voyagers grow in experience 
. . ea act umulatr powers, just like in 
• ‘iiitUi 01 Witsrer t but you can put 
hem into absolutely am/ enviion- 
..vnt you want. The choices are- lim- 
■ kss. You also can play a full-length 
adventure. "Rivers of Light. n which 



- A 'l Adventure Construction Set 

'*ncs on tlu disk. 

Licsigtui Stuart Smith, whose earli- 

• r credits include Aii-Bsba and the 40 
Thieves and Heracles told k-fovlk 
k-s "tiled ol panics that, once you 
dj\ them, they rt ovej . ‘ Construe - 
! aon sets let you have all the variety 

. 'U want: "Make your own mov ies, 
n.tn hiMorv. Keereate history.' 

J le Bibk is computerized. Dirtio- 
' u s and reference books an eotn- 

• neri/cd. So. can tlu computerized 
i stun oJ The Hitchhiker’s Guide to 

tt,c Galaxy !>< f.n behind? Scour the 
kivvuu sh(-lv< n — Arthur Dent has re- 
dtied. in an all text adventure 
1 ailed by wh*; eke. the riffraff at In- 



Build Your Own Adventure 
Hitchhike Through the Galaxy 



Win $1,000 



focom Steve Meretzky the M.I.T.-wit 
guilty of Hanetfall and Sorcerer, ac- 
tually went to England, where he 
learned to speak a foreign language 
(British) ana coauthored the game 
with Douglas Adams, author of the 
novels on which the game is based. 

For those cf you who Ve been 
asleep for the last couple of years 
and don't know about Hitchhiker's 
and the adventures of its zero hero. 
Arthur Dent, the books and game 
chronicle the misadventures of a lost 
soul suddenly dislocated from his 
quiet, conventional life in his quiet, 
conventional house on earth. His 
(your) house is torn dowm. his (your) 
planet is blown to bits, and he (or 
you. if you've got the wit-power to 
get so far) is beamed up into the gal- 
axy. hurdling into one obstacle 
after another. If you've read one, 






two. or three (there’s a fourth 
on the way) of Adams* books, ‘’don’t 
panic: you re in for brand-new sur- 
prises. 



Alerting all artists or would-be art- 
ists' Activision maker ol a new. easy- 
to-usi programming language on 
disk (for C 6-1 ) — The Designer's Pen- 
al— has announced a contest. $1,900 
goes to the creator of the best pro- 
gram executed with The Designer's 
Pencil, in each of four categories — 
Short program (30 lines or less) and 
long program by authors ] 5 and un- 
der and 16 and older. Second prizes 
(S500) and third prizes (Okidaia ’ • 
printers) also will be awarded in 
each category. Designers Pencil was 
designed bv Garry Kitchen. 

If you're wondering who's behind 
the sharp gtaphics in a lot of Irodcr- 
hund s new games, you have Gene 
Portwood to thank. The company's 
creative director earned his stripes 
in WaH Disney s studios, where he 
helped animate such classics as Pe- 
ter Pan and Sleeping Beauty One of 
Port wood s newest prides is Kara- 
teka an action 'strategy game de- 
signed by Iordan Mechner. a college 
student. The gatin' calls on you to 
control the karan skills of a young 
master determined to rescue his lady 
from the clutchi s of an evil warlord. 



Next 8 Pages!! 



s 



a 

A 



FEBRUARY 1985 85 





ii.-. i Humi ui£ nidi lit onus cnangmg uiapcrs 
less unpleasant than doing his taxes, that he gets 
up for nighttime feedings, and that his wife 
recognizes his need for praise for these earnest 
efforts. Irrelevant to the book's merit are my 
pangs of env y at the Greenburg's ability to hire 
expensive nannies and go on a week-long river 
trip when their baby is a few months old. 

W ith all that, they are likable people — their 
caring for each other is evident in this enjoyable 
book . 

— Karen Seldt-u 

Role of fathers 
explored in survey 

Men in Families , edited by Robert A. Lems 
and Robert E. Salt (Sage Publications, 275 S. 
Beverly Drive, Beverly Hills 902 12), 1986. $14.95 
(paperback). 

T wo social scientists at Purdue University w ith 
an interest in what men do in families have 
compiled thts 16-chdpter survey of the diverse 
roles played. One of the major themes, w hat men 
get out of marriage and parenthood, is addressed 
from different perspectives: Men as Husbands. 
Men as Fathers, and Men in Family, Kin and 
Friendship Networks. 

Contemporary men’s and women’s issues are 
dealt with in a lucid, even-handed manner by the 
various contributors. Covered are such topics as 
why men get married, men’s work in the house, 
husbands" jealousy of their wives’ attentions to 
new babies, parent-child relationships in single- 
father families, grandfathers and men’s friendships. 
Three chapters specifically explore the situations 
of black men. 

— K.S. 




Tape, books teach 
tots the alphabet 

ABCs with Ease — A Wee Bee Total 
Learning Series, Vol. 1, a reading readiness 
package consisting of three books and three 



»»» IIVJ I VIViUPW 

Since 1928 Minnie Mouse has been a part of a 
show-biz team that s as famous for its acting as 
Burns and Allen were for comedy. Now, almost 
60 years later, Minnie has gone mod Totally 
Minnie. Disneyland/Vista Records and Tapes’ 
newest album, features 10 contemporary tunes 
that will please as many parents a it will please 
youthful Minnie-maniacs. 

Using recording stars with credits in mainstream 
rock, Totally Minnie is a tribute to the trends of 
the Eighties. Included are such fast-paced tunes as 
“Girl Talk,” an amusing musical dialogue betw een 
Minnie and her old pal Daisy; “Minnie’s Work- 
out,” a chorus-backed get-fit number; and “Give 
All You’ve Got,” a song that urges youngsters to 
“be all you can be.” 

The album’s release kicks off a corporate-wide 
Minnie push that includes a new clothing line, 
toys and personal appearances. 

— Molly Adler 




Computer game is 
riot of family fun 

The Hitchhiker's Guide to the Galaxy, a 

text-on l) adventure game by Infoconi Versions 
availabi ■ for most computers; $35 to $40, depend- 
ing on model. 

The Hitchhiker’s Guide to the Galaxy, which 
Infocom calls a standard-level program suitable 
for first-time players, is a riot of fun for the entire 
family (except the under-7 crowd — the puzzles 
are too frustrating). Map-making skills and a 
sense of direction are less important here than in 
some other adventure games, simply because the 
action is too absurd. Sometimes the game even 
lies! 

This top-selling computer game, based very 
loosely on the book of the same name, asks you to 
sav e your house from a bulldozer and your world 
from destruction. And yet the game is not violent, 
merely imaginative. You may go mad helping 
your child figure out how to get a “babel fish” 
into his ear so he can understand alien tongues. 
But u isn't necessary to solve it all to get a great 
deal of pleasure from playing. 

— Susan Perry 

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The CES Name Game 



O ne of the most notable trends at this year’s Summer 
CES was the spate of names attached to software prod- 
ucts — authors’ names, brand names, book titles (both 
new and classic), characters’ names, even dolls’ names. The 
amount of cross-licensing seems to have increased exponential- 
ly as the rest of the software industry finds its place in the 
multimedia information/entertainment field that game manufac- 
turers have found so lucrative. In every area of consumer 
software publishing— how-to, education, personal productivity 
and interactive fiction— vendors are using well-known names 
in an attempt to differentiate their products in the minds of 
dealers and consumers. 

Spinnaker Software, for instance, has jumped into the name 
game with a vengeance. The newly introduced Trillium line of 
“plot-based graphic adventure games” boasts titles such as 
Michael Crichton’s Amazon and Ray Bradbury’s Fahrenheit 
451, while the Windham Classics line brings books like The 
Swiss Family Robinson into the computer era. All the Trillium 
titles are endorsed by the authors, who in some cases actually 
participated in the writing. The titles and authors represent 
only part of Spinnaker’s name strategy, however— brand 
names are the other half, as evidenced by Trillium, Windham, 
the line of educational software marketed under the Fisher- 
Price logo, and the Nova imprint science education series. 

“In the book business, when people go into the store they 
look for a title or an author. They don't look for a publisher, 
said Seth Godin, brand manager for the Trillium line. “But in 
software they look for a brand. You can’t just license titles, you 

have to build brands.” 

Marc Blank, v-p for product development at Infocom (pub- 
lisher of Zork and the longstanding leader in the interactive 
fiction field), had a somewhat different perspective: “We have 
no real interest in licensing titles,” he said. “I’m personally not 
convinced that licensing titles has anything to do with quality 
software.” Blank does feel that the Infocom brand name is 
important, however: “Ninety percent of the people who buy 
our games come back and buy another. However, Infocom is 
working with Douglas Adams (author of the Hitchhiker s Guide 
to the Galaxy’ series) on an interactive game, though Blank 
emphasizes that it isn’t just a licensing agreement. Hitchhiking 
on your IBM? 

Imagic also entered the author/title/brand name fray at the 
show, previewing its Time Travelers series — which will open 
with a Sherlock Holmes mystery, Another Bow, and The Time 
Machine, based on H. G. Wells s science fiction classic and 
its new Living Literature line, copublished with Bantam and 
starting with an “interactive graphics adventure game” based 
on Bantam’s Damiano trilogy by R. A. MacAvoy. 

Right across the aisle from Imagic was Epyx, which pre- 
viewed a text adventure version of Isaac Asimov's Robots of 
Dawn as well as Moreta, Dragonlady of Pern, a sequel to its 
1983 computer version of Anne McCaffrey’s Dragonriders of 
Pern. 

Leaving behind the interactive fiction realm, Epyx also an- 
nounced a line it describes as Computer Activity Toys: “toys 
playable on a home computer.” The big names in this line are 
Barbie, Hot Wheels and G. I. Joe. 

Nearby, DataSoft had martial artists battling with a variety 
of lethal-looking instruments to promote its new Bruce Lee 
martial arts game, Coleco was showing video games using the 
Dukes of Hazzard, Star Trek and Tarzan characters, and spy 
battled spy in First Star’s Spy vs. Spy game based on Mad 

magazine’s comic strip. M . 

Among the biggest news at the show was Atari s introduc- 
tion of a new machine, the 7800, and of a line of game software 



created in cooperation with Lucasfilms of Star Wars fame. 
There were some raised eyebrows about what purpose a new 
machine served, but few doubted the sophistication or viability 
of the three-dimensional software. Atari strikes back? 

In the “edutainment” field, the name of the game was Mup- 
pets. They were ubiquitous, with four different companies 
showing new Muppets software. Simon & Schuster demon- 
strated Kermit’s Electronic Storymaker and The Great Gonzo 
in Word Rider!, two “courses” to teach reading offered under 
the “Muppet Institute of Technology,” “endowed’ by S & S. 
Broderbund demonstrated Welcome Aboard, a package de- 
signed to teach various computer applications, including word 
processing, database management, programming and comput- 
er-aided design. Sierra Software introduced Gelfling Adven- 
ture, a junior version of the Dark Crystal Adventure game, 
based on the epic fantasy film Dark Crystal by Jim Henson, 
creator of the Muppets. 

The most novel of the Muppets material, however, was a 
combination of hardware and software. Koala Technologies, in 
cooperation with Henson Associates and Sunburst Communi- 
cations, introduced its new Muppet Learning Keys — a child s 
computer keyboard that has oversized, easy-to-use keys (in 
alphabetical rather than QWERTY order) and child-oriented 
function keys such as “go,” “stop ’ and “erase. The key- 
board will come bundled with number recognition/counting 
software from Sunburst, and other software packages are in 

development. . 

Coleco had several names attached to its edutainment soft- 
ware, including the Smurfs, the Cabbage Patch Kids, and char- 
acters designed by Dr. Seuss and Richard Scarry. 

Another big name in the edutainment field was Snoopy, who 
could be seen strolling the floor in front of Random House 
Software's booth, drawing in passers-by to try out the new 10- 
title Random software line, six of which are based on Peanuts 
cartoon characters. 

In another Bantam tie-in, Mindscape was demonstrating its 
new line of Tink! Tonk! edutainment software, developed by 
John Sansevere and noted children s book author Mercer 
Mayer, founders of Angelsoft. Angelsoft s sister company , Pa- 
perwing Press, developed and packaged the Tink! Tonk! series 
of books for Bantam. 

Character and author names haven’t found their way into the 
personal productivity and how-to areas as much as they have in 
other fields, but it seems it’s only a matter of time. Meca (Micro 
Education Corporation of America) was offering Managing 
Your Money, an integrated program for home financial plan- 
ners by Andrew Tobias, author of The Only Investment Guide 
You'll Ever Need, and The Running Program by Jim Fixx, a 
well-known author of running books. 

Simon & Schuster has licensed products from widely recog- 
nized authorities for home productivity and educational tools 
as well, translating J. K. Lasser’s Your Income Tax and Your 
Personal Money Manager to software, along with Webster s 
New World Spelling Checker and Lovejoy’s SAT and college 
preparation guides. Says Frank E. Schwartz, president of the 
S & S Electronic Publishing Group, “Having the names of 
recognized authorities on our software will give the products 
immediate recognition and create a comfort level which makes 
the purchasing decision easier for the consumer.” 

And “coming soon” from Broderbund: What Color Is Your 
Parachute?, based on the career change book of that name by 
Richard Nelson Bolles, developed in cooperation with the au- 
thor, and to be sold along with the book by both Broderbund 
and Ten Speed Press, the book’s publisher. Job security for 
the software shakeout? steve roth 



JUNE 29. 1984 



71 



1;/ thi most recent of tin Hitchhiker’s 
Guide to the Galaxy serus. modestly titled 
Life, the Universe and Everything Dimglas 
Adams's profoundly incompetent protagonist 
Arthur Dent finds he’s been flung 200 million 
years into Earth’s primeval past, in a part of 
tlu world one den to be known as the Islington 
borough of London. England. Two hundred 
million years later, it’s possible to find Douglas 
Adams in thus very Islington. Yem go up a 
narrow alley' off Islington Green — an alley 
which Adams rightly describes as looking like 
"some thug’s sure to set about you there’’ — you 
find a door to an apartment where there should 
be only soiled wooden crates and cracked cob- 
blestone. You are admitted, and find yourself 
in a modem, spacious, multi-leveled apart- 
ment. replete with bar, theatre poster prints, 
skylight, roof garden, and a six -foot -high yel- 
low toothbrush. The tootbrush leans against a 
bare white wall, and it looks authentic. Adams 
is bearishly big — once held a job as a 
bodyguard — sort of pale and soft-looking but 
with a classic Brit’s aristocratic nose, featur- 
ing arched nostrils, and a mind like a unldly 
careening gyroscope. When he talks, he inter- 
jects qualifiers parenthetically, and more 
qualifiers on top of those, and weaves a com- 
plex syntax, then brings it all together — and by- 
God, it makes sense. His voice is soft, and 
despite his jumping mind he’s courteous, and 
listens to tedious anecdotes told by Yours Truly 
without a visible flicker of impatience. 

Adams was bom in Cambridge in 1952. He 
was educated at Brentwood School. Essex, 
and St. John’s College, where he read English. 
After graduation he urotc for radio and tele- 
vision. as well as authoring, performing, and 
sometimes directing stage revues in London. 
He held various odd jobs between the show 
business gigs, working as a hospital porter, 
bam builder, chicken-shed cleaner, radio pro- 
ducer and — akin to chicken-shed cleaner — 
script editor for Doctor Who. ” He is not mar- 
ried, has no children, and “does not unsh to 
hear from anymore Surrey real estate agents. ” 

His newest work, in collaboration with John 
Lloyd, is called The Meaning of Liff (that's Liff 
with tu’o Fs, not Life) and it’s a farcical dic- 
tionary > describing the origin and " actual" 
meanings of various silly place-names from 
around England and the U.S. He’s also work- 
ing on a new Hitchhiker’s Guide book, so it 
looks as if the senes may be open-ended — and 
why not? W'odehouse wrote scores of Bertie and 
Jeeves books, and the queen knighted him for 
it. Adams took my serious questions seriously, 
not trying to perform during the interview, and 
only occasionally glanced at his watch 

— John Shirley 



HM: According to my information, you wen 
bom in 1943 in Madagascar, the son of a 
West Indian prince and the wife of a British 
ambassador — an illegitimate child, you 
nevertheless rose to be one of Britain's 
foremost cricket batsmen. You received 
even honor due the best of that profession 
before retiring from the sport in 1967 as a 
result of religious convictions which forbade 
the use of a cncket bat outside the institution 
of marriage. Is that substantially correct? 

DA: Nearly. There are a couple of details I’d 
like to correct. . . . You got the century' 
right. Not everyone gets the century- nght. 
You were more accurate than many — well, a 
curious thing happened recently. I had a 
whoie batch of letters from this woman who 
claimed to have written the first two books of 
Hitchhiker sitting in a bar somewhere in 
Zambia fifteen years ago! Her letters often 
seemed to be quite rational, and then sud- 
denly they w T ould sink into two or three lines 
of rampant paranoia — and then become ra- 
tional again. 

HM: This is your public. W 7 e all WTote the 
books at some point. I myself wrote the 
second book. 

DA: Did you? I liked that one best. You did a 
good job. 

HM: In your real life, before the Hitchhiker’s 
Guide to the Galaxy radio series began, you 
w*ere a member of a sort of comedy club in 
Cambridge. Other members w T ere John 
Cleese and Eric Idle. 

DA: Yes. Footlights Club, which has pro- 
duced in its day an awful lot of people who 
went into English comedy but also people 
who went into broadcasting and theatre gen- 
erally. The names that spring to mind are 
Peter Cook, Jonathan Miller, John Cleese. 
Graham Chapman. Eric Idle — Oxford had 
their owm group which produced Michael 
Palin, Terry Jones, Allen Bennet, Dudley 
Moore. I worked for a short time with 
Graham Chapman, one of the Pythons — but 
not actually on Python itself — on a number of 
things, most of which failed to see the light of 
day. 

HM: Did you write anything in the way of 
fiction before Hitchhiker' si 
DA: Not fiction, no. Sketches. Doing bits 
and pieces for the odd sketch show' on radio. 
Having a pretty unspectacular career really. I 
suppose the eighteen months before Hitch- 
hiker were the least spectacular. I was hav- 
ing real money problems, couldn’t pay the 
rent, getting really down and very depres- 
sed. I actually w r ent and stayed in my parents’ 
home down in Dorest for awhile, w r hile I 
worked out what I was going to do next, and 



ended up starting tin Hitchhiker radio play 
whik 1 was down there. (Note: the radio 
plays were written first, and the first two 
books were adapted from them Then Adams 
WTote the thiid in the senes from scratch. 1 
HM: Are vou working on more fiction? 

DA: I’m going to WTite om more Hitchhiker 
b<xik. My title for the moment — I’m having 
arguments with my agent, he doesn't like it 
— is So Long and Thanks for All tlu Fish. 

HM: Some of the series reminds me of S.J. 
Perelman’s travel sketches, the acerbity' that 
he would use in describing exotic places. 

DA: (dubiously) Hmm . . . Well I love good 
comedy writing, because knowing how dif- 
ficult it is to do, I very much respect those 
who do it particularly well. And people some- 
times say to me, “Do you ever aspire to 
write a serious book?" And my practiced glib 
answer to that is, “No, my aspirations are 
much greater than that, I aspire to write like 
P.G. Wodehouse.” 

HM: Arthur Dent seems to me a lot like 
Bertie W’ooster, the archetypal W'odehouse 
creation. He’s used like Bertie Wooster, and 
his unshakeable but sympathetic denseness 
resembles Bertie. I assume Wodehouse is an 
influence. 

DA: Yes, he’s definitely an influence. But in 
fact, one of the guides I use when I’m trying 
to convey the character of Arthur is Simon 
Jones. WTiich is not to say that Simon Jones is 
like Arthur Dent. But he has made the char- 
acter in his performance so clear to me, I 
tend to sort of put Simon in his dressing 
gown there in my head and write what comes 
from that. 

HM: The section of Restaurant at tlu End of 
the Universe regarding the legions of useless 
people — hairdressers, management consul- 
tants, telephone sanitizers, and so forth — 
castaway on a hostile world and insisting on a 
Management Efficiency Committee to deal 
with the problem of building a fire, is reminis- 
cent of Alice’s arguments with the function- 
aries of Wonderland. Is it a deliberate refer- 
ence to Lewis Carroll? 

DA: No, it isn’t actually. Lewis Carroll, curi- 
ously enough, 1 read when I was a little kid. 
and it frightened me to bits and I couldn’t 
bear it since then. A number of people keep 
on saying that Lewis Carroll uses number 
forty-two quite a lot [Note: for the mystical 
significance of forty-two in the Hitchhiker 
series, read the Hitchhiker series] and find 
some significance in that. But if I'd used the 
number thirty-nine other people would have 
found references in other people’s books for 
that number, and so on and so forth As far as 
children’s books are concerned, a much 



A TALK WITH DOUGL-AS-ADAMS 



by John Shirley 



Illustration by Alan LyncP 



HtAVYMf 1A1 5k 




* -stronger influence would Ik W'mnu the Pooh. 
Because Milne’s writing iv wonderful — it's 
easy to road and it’s beautifully written, 
worth having a l<K>k at again 
HM: You’re now being hyped in the States, 
as I’m sure you know . How do you feel about 
that? 

DA: Well, what I'd like to be sure doesn’t 
happen — and so far I’ve managed to resist 
it — is when the media presentation outstrips 
the public reaction. That is really what hype 
is — when there’s a sort of credibility gap 
between w'hat the publicists say and how the 
public’s really responded. But luckily the ori- 
ginal public response really came up out of 
nowhere, and therefore I feel the hype simp- 
ly kept pace with that. What would be ter- 
rible would be if the thing had been launched 
in the first place in a sort of huge great glare 
of publicity. But it’s grown in response to 
public demand. I’d be nervous if there’d been 
a lot of publicity on the first book and every- 
one had said, “Well it really wasn’t worth it, 
was it?” 

HM: How w'ould you feel if some group of 
airheads started a religious cult based on 
your series? After all, it has a number of 
mvstical/comical joke overtones. 

DA: I once sat in a cafe in San Francisco and 
heard a new religion started at the next table 
just ’round some poetry this guy had written. 
On the one hand, yes, I think it would be 
absurd and ridiculous; on the other hand, I’m 
no longer surprised at the absurd and ridicu- 
lous things people do. I was sitting watching 
Channel 22 in Los Angeles, an evangelist’s 
program, and it was absolutely frightening — 
a sort of cross between Dolly Parton and 
Eichmann. And it’s supposed to be religion, 
but God is hardly ever mentioned — it’s all 
Money and Success and Send Money To This 
Address and Help Us Pay For These 
Hairdos. 

HM: There seems to be, in your series, a 
kind of tension between an overwhelming 
sense of a chaotic universe and a yearning for 
orderly explanations in life. I mean, you make 
fun of looking for meaning in life but at the 
same time you’re looking for meaning in life. 
DA: Well, yes. Just in order to get by from 
one day to another in life one has to make 
certain assumptions about the way the world 
w-orks. About the way patterns recur. On the 
other hand there is an immense amount we 
don’t know' anything about at all. And the 
things we take for granted do occasionally 
break down, and life is terribly cruel and un- 
fair in the most arbitrary way. And you sud- 
denly realize we don’t really understand any- 
thing about the way we operate or why we’re 
here. In order to really understand anything. 



you’d need to know everything— which we 
can’t possibly do. 

HM: That's relevant to a bit in Restaurant 
where there’s a man in a shack on a deserted 
planet who allegedly controls the universe — 
it’s never resolved whether he truly does — 
and he’s constantly questioning reality on the 
basis of the universal subjectivity of every- 
one’s impressions. 

DA: That’s right, he refuses to accept any- 
thing at all as real except those things he 
whimsically decides to accept. 

HM: Does this represent your own view- 
point? 

DA: It doesn’t represent my view in terms of 
what one lives by, but it represents some- 
thing I’m aw f are of and think about. 

HM: I have the impression the man in the 
shack feels everyone is always very’ isolated 
and anytime we can communicate anything 
that was like w-hat we really meant, it’s al- 
most miraculous. 

DA: Yes, that’s true. We talk about one uni- 
verse but the universe I live in is the uni- 
verse as it is revealed to my own senses — 
w-hich is absolutely subjective — and the uni- 
verse you live in is abolutely subjective to 
you. I imagine you in my mind at the moment 
and you imagine me in yours. But in fact 
w r e ’re talking about two universes. 

HM: If you keep on like that you'll give me an 
acid flashback . . . People and things get 
killed wildly in all three of the books. There’s 
carnage, and at one point there’s a reference 
to a planet w T hich is used as a b illiar d ball in a 
cosmic game of pool, causing billions of in- 
habitants to die as it’s sunk “in the pocket” of 
a black hole. You’re fascinated by death, and 
you’re either salaciously fascinated or you’re 
protesting and very upset about it. 

DA: I ’m certainly not salacious about it, quite 
the reverse. No it’s not a protest, you can’t 
protest against death. 

HM: Yeah, who do you make the protest to? 
DA: Yes, “1 demand not to die!” W 7 anton, 
casual, meaningless death — yes, I do it, like 
the death of the whale in the first book. I 
found that sort of moving, actually, the death 
of the whale, who’s just arbitrarily called into 
existence and has about ninety seconds to 
work out who he is, what he’s doing there, 
and what his life is all about, before it ends. I 
don’t know w r hy I keep on doing that, the 
violence. It’s partly, I suppose, to engage 
sympathy for the people concerned. To en- 
gage other people’s sympathy or to engage 
mine, I don’t know. What I find upsetting is 
not the violence as you see it in a film like 
Straw Dogs — which I thought was a very- 
good film — but the violence that you get in 
the average American cop show where by- 



standers or people you’d see in tin story for 
a hall-mmute get shot and no more mention is 
made of them. 1 think the death of that w-hale 
came to me while 1 was watching an episode 
of an American TV show called Cannon a 
few years ago. Some guv who was probably 
one of the henchmen of the baddies got shot 
and his only function in the story was to get 
shotl 1 began to think, "Well, who is he, 
w’here did he come from?” He must have 
grown up and had a mother and father who 
sent him off to school and w r ere very proud of 
him, and suddenly he gets shot on the street 
and no one’s even noticed. That sort of mind- 
less, meaningless violence which nobody 
even notices is w-hat really upsets me. 

HM: So in the books you’re reacting against 
the meaninglessness of random violence — 
DA: Yes, but I don’t want to make that sound 
like a statement. I do get very upset by vio- 
lence or suffering that people I know- go 
through. I get almost unnaturally upset about 
it. 

HM: There was the episode in one of your 
books where somebody threw a pebble into 
the brush which started a chain of events that 
led to the death of the girlfriend of the guy 
who innocently threw the pebble. 

DA: That goes back to the idea of chaos and 
order, because everything that happened 
there happened in a perfectly orderly way, 
following its own little logical progression, 
but it introduced a completely random event 
of unpleasant proportions back into the story. 
It’s one d? those things one frequently gets 
confronted by in life, which is the bad experi- 
ence, the terrible experience, from which it 
is impossible to leam anything at all. Given 
the destruction caused by the randomness in 
the universe, why do we also have to deal 
with the phone company? It seems unfair we 
should do it to ourselves, inflicting suffering 
via the phone company, when we’ve already- 
got the natural world doing it to us. 

HM: What about the charge that most of the 
effect in British humor derives from the too 
easy device of inserting absurd anomalies — 
the exotic in the banal background like a 
Martian stepping out of a refrigerator, which 
you’d see on Monty Python, or the banal in 
the exotic, like Italian Bistros in Space as in 
your most recent book. Isn’t that too preva- 
lent in English humor? 

DA: No, I think it’s too prevalent in life. I 
think we English notice more that goes on. 
An example of the banal set in the exotic: Go 
to Sheridan, Wyoming. We just drove from 
Los Angeles to New York and the country- 
side in America is fantastically beautiful — the 
most beautiful part we happened to see was 
Wyoming Then to arrive at Sheridan and find 



I was watching an evangelist’s 
program, and it was absolutely frightening — 
a sort of cross between Dolly Parton and 

Eichmann. 



56 HE AVY Ml 1AI 



suc h an extraordinarily potty place — it wa 1 - 
inconceivable that people could build a town 
like that in that setting. Don't they ever look 
out of their windows? 1 find that the major 
difference between the English and the 
Americans is the Americans lack a sense of 
irony. Especially after living six months in 
Los Angeles. It's not the same in New York, 
of course. Well we went to a restaurant that 
night in Sheridan, and it was very, very 
difficult to find anywhere one would actually 
want to go into. We eventually found this 
place which didn’t have any windows, and it 
had a really dreadful old stained red carpet, 
which smelled of old carbolic, and horrible 
plastic chandeliers dripping all over the place, 
and some guy playing the electric organ very 
very slowly and women wearing high heels 
and ankle socks. We said to one waiter we 
spoke to — “That scenery out there! The 
land in which you live is incredible!" And he 
said, “Oh yeah it’s quite nice up there — but 
have you been to Las Vegas ?!” Great. 

HM: Americans are obsessed with the arti- 
facts of exploitation and to them that’s 
beauty. Places like Sheridan are the very 
soul of the country. Were you in L.A. work- 
ing on the Hitchhiker film? 

DA: I was working on a screenplay while I 
was in Los Angeles. It’s very difficult to say 
anything too clearly at this moment, simply 
because until you’re actually in production 
you can’t know what’s happening. Or even 
when you’re in production — only when 
you've finally got the film can you know what 
it is you’re talking about. At this stage I 
haven’t got a version I’m happy with. What 
we've got at the moment is me trying to 
meet them and them trying to meet me and 
they’re not being quite happy and then me 
not being quite happy with it — 

HM: American producers? 

DA: Yeah. 

HM: A venomous breed. Mark my words, 
five years from now you'll be writing bitter 
satire about Hollywood producers. 

DA: I have started work on the Hitchhiker 
computer adventure game. 

HM: What about an animated version of 
Hitchhiker ? 

DA: I’ve never been keen on that idea, be- 
cause my impulse has ahvays been with these 
fantastical situations to try — I don’t say I’m 
always successful — but to try and make 
them as real and solid and concrete as pos- 
sible. And I think you’re really stacking the 
odds against yourself if you go into animation. 
Because it tends to emphasize the fantastical 
nature of the events. I w r ant the events to be 
fantastical but to appear to be as real as 
possible. 



HM: What alxmt tin hieroglyphs versions? 

C uneifomi? Stained glass? Comic book 1 -'’ 

DA: Comic books? What would 1 do with 
comic books? Either I’m going to devote my 
time to writing stories for comic books, 
which I don’t want to do, or go hand it over to 
somebody else. 1 don’t want to do that. 

HM: So you like to maintain control over 
Hitchhiker projects? 

DA: Oh yeah. But on the screenplay 1 have 
what is known as “consultation rights,’’ w'hich 
is not the same as artistic control. Frankly 
you have to be Warren Beatty or someone to 
get artistic control. 

HM: Do you read science fiction? 

DA: Not very much. I’ve got piles of science- 
fiction books next door largely because [sigh- 
ing] people keep on giving them to me. The 
best ones I’ve enjoyed tremendously, like A 
Canticle For Liebountz. And one of the people 
I came across is Robert Sheckley, who is tre- 
mendous. When 1 read a collection of Robert 
Sheckley stones for the first time I really felt 
my nose well-and-true put out of joint be- 
cause I thought, “This is precisely what I 
w'anted to try to do and he’s done it a great 
deal better.” 

HM: How ? do vou feel about drugs? 

DA: I’m a dean-living boy. I used to oc- 
casionally smoke a little dope. Half a dozen 
times a year. I meet people who say, “Hey, 
what are you on when you write that stuff?" 
You can’t wTite w’ell unless you’re under 
control. Particularly writing fantasy. 

HM: The scourge of the universe in Life, the 
Universe and Everything w-ere the people of 
Krikkit, who were so incredibly xenophobic 
and ultraprovincial they wanted to obliterate 
the w 7 hole universe so they could have their 
isolated idyll undisturbed — 

DA: The idea behind that was to create a 
race of villains whose behavior was utterly 
villainous by the standards of anybody else, 
but according to their own precepts they are 
behaving w T ell, behaving decently, behaving 
morally. 

HM: So villains are never completely vil- 
lainous if you see things from their viewpoint. 
Is that the message here? 

DA: Oh, I don’t think there’s a message — 
HM: I insist on finding a message in it! 

DA: Very well. That’s a message, then. 

HM: Anyway, your books are therapeutic. 
When you make great humor out of the 
senseless patterns of random violence in life, 
you make life more acceptable and tolerable, 
because you make it possible to laugh it off. 
DA: Yes, I recognize that as being at work in 
my books. 

HM: Thanks for that therapy. And the ordeal 
is now over. Thanks, Mr. Adams. 




Douglas Adams It your books sold like his 
you'd be smiling too 



I meet people who say, “Hey. 
what are you on when you write that stuff?" 
You can ’t w r ite well unless you 'n- -tmdri 
control. Particularly writing fantasy. 



r Books 




Douglas Adams hitchhikes across deep space for the fourth time in So Long, and Thanks for All the Fish’; the 
collected plays of Sam Shepard; earth In the 35th century; Mario Puzo continues the Godfather’ saga ; cop 
stalks killer, and vice versa, in Glitz’; a grand inquisitor of the literati; hig noise from a quiet author. 



Galactic 
Gag Man 

D ouglas Adams travels 
the universe almost as 
much as the characters 
in his “Hitchhiker’s 
Guide to the Galaxy” 
books. Take, for example, 
his schedule for just two weeks last month. 
He leaves Los Angeles after working for a 
week on a film treatment of “Hitchhiker.” 
For two days he’s in Maryland, giving read- 
ings at Montgomery College in Rockville 
and the University of Maryland. On to New 
York for two days of brainstorming with 
Henson Associates (the Muppet people) for 
a hush-hush TV project. Then Oberlin 
College in Ohio for a reading. Two days 
later, it's a press conference in New York 
for the new “Hitchhiker” home-computer 
game, followed by game promotion the 
next day in Las Vegas and in San Francisco 
two days after that. Finally, back to his 
native England for three weeks of promot- 
ing his new book, “So Long, and Thanks 
for All the Fish.” No wonder he can only 
squeeze in an interview while he’s having 
breakfast at 8 a.m. When does he sleep? 
“That’s the problem,” says a barely awake 
Aj Adams. “I don’t have time to sleep.” 
f Adams’s talent for warp-speed outer- 
space wit has spawned an enormously prof- 
itable “Hitchhiker” industry. First done 
as a BBC radio series in 1 978, "Hitchhiker” 
has become a recording, a TV series, a 
number of theatrical productions and a 
movie to be directed by Ivan (“Ghostbust- 
ers”) Reitman. The “Hitchhiker” game, 
just out. is a text-based adventure in which 
j the object of the game, says Adams, 32, “is 
to find out the object of the game." The 
first three "Hitchhiker” books — “The 
Hitchhiker’s Guide to the Galaxy," “The 
Restaurant at the End of the Universe” and 
“Life, the Universe and Everything" — 
have all been best sellers, with a total of over 
7 million copies in print. "So Long, and 
1 hanks lor All the Fish," which comes out 
next month, seems certain to do as well. In 
jLu typical bit of Adams tongue-in-cheek, the 
usi jacket for “Fish" describes it as 
the “fourth book in the ’Hitchhiker's 
Trilogy’.” 

From the beginning, the “Hitchhiker" 
books have delivered headlong action on a 
cosmic scale. In the first, the Earth acts 




blown up after less than 35 pages, and Ar- 
thur Dent, a real schlemiel of a hero, es- 
capes the destruction and begins to carom 
about the universe from one tight scrape to 
another. 

A dams's relentless sense of humor 
/I often springs from setting earthly 
foibles in an extraterrestrial context. In 
"Restaurant. " he describes the hangover 
Dent gets after traveling via a matter- 
transference beam: "Any form of transport 
which involved tearing you apart atom by 
atom. Hinging thoseatoms through the sub- 
ether. and then lamming them back to- 
gether again nisi when they were getting 
their first taste of freedom lor veais had to 
be had iu w s " 



In the new book. Arthur Dent returns 
to an Earth that looks remarkably the same 
way it did before it was blown up, except 
for the mysterious absence of dolphins. 
(The title is a goodbye message from the 
long departed aquatic mammals.) Dent 
works diligently to find out w hat hap- 
pened to his native planet, with the help of a 
like-minded Earthwoman. Only at the 
novel's end do they blast oil’ together in 
search ol "( iod's I mal Message to ills 
Creation " l ike the prev ions three books. 
Adams saturates the stoi y \v uh bizarre 
characters and absurd si mat ions Rob Mc- 
! Kenna. lor example, is a io: i v driver who 
! Ivci »uies t a moiis as t lie "Rain ( iod" because 
I it has rained cv ci v place he has been for I he 



oast 



a is 



I 



uni 



V lOlls 











fSool^s 



hiker" books. "Fish" concen- 
trates o . one planet — and a fa- 
. ..'liar one at that. And. for the 
first time. Adams makes Dent a 
well-rounded character rather 
than a galaxial Keystone Cop. 
The pace of "Fish" is less fre- 
netic; at times, it’s even lyrical. 
In comparing this novel with 
his earlier ones, Adams ob- 
serves, ‘‘When I wrote about 
fantastical things going on in 
other worlds, I made them 
seem as real and concrete as I 
possibly could. Now that I’ve 
come back to Earth, everything 
has taken on a strange kind of 
dreamlike quality. And I’m at a 
loss to explain that.” 

A dams has always had 
trouble settling down 
to w'rite. “I try and avoid it if at 
all possible,” he says. “The busi- 
ness of buying new pencils as- 
sumes gigantic proportions. I 
have four word processors at 
home and I spend a lot of time 
trying to decide which one to 
work on.” But when Adams fi- 
nally decides to write, he de- 
cides to write. “Fish” was writ- 
ten essentially in three weeks 
this fall, after Adams’s English 
publisher booked him into a 
hotel and baby-sat him. His fa- 
vorite, “Restaurant,” took a 
month. “Writing comes easy,” 
he explains. “All you have 
to do is stare at a blank piece 
of paper until your fore- 
head bleeds.” 

In the near future, Adams 
won’t have to suffer this ordeal. 
Through early 1985 much of 
his time will be taken up with 
promoting "Fish” and finding 
a moment to get married. He 
doesn’t yet have a firm con- 
cept for his next book, but he 
insists that it won’t be scifi. 

“I’ve never been a science-fic- 
tion buff. I have a house full of 
the books, but only because peo- 
ple are always giving them to 
me,” Adams confesses. “I con- 
sider myself largely a comedy 
writer. But even though I pro- 
test that I’m not a science-fic- 
tion writer, 1 find that science- 
fictional elements continue to 
creep in on the side.” Adams 
also professes that “Fish” is 
his last “Hitchhiker” book. But 
die-hard fans can take comfort 
in his recollection that "I never 
thought there would be a third 
or fourth book, either.” 

KON GIVENS 



Earth: 
A.D. 3414 



“ Michael Corleone stood on a long wooden dock In Palermo and watched the great ocean 
liner set sail for America. He was to have sailed on that ship, but new instructions had 

come from his father.” — Irani Mario Puzo's new "Godfather" book, "The Sicilian” 



since Buffalo Bill, and rock 
messiahs haven't been taken se- 
riously (even by rock critics) 
since Elvis Costello. For some- 
one at the cutting edge, Shep- 
ard (as the hackneyed reference 
to Yeats shows) can be a little 
quaint: these plays, with their 
enigmatic action and improb- 
able characters, really aren't 
much different from the “ab- 
surdist” plays of the 1950s. For 
all his characters’ trendy talk 
of Mick Jagger and Barbara 
Mandrell, Shepard may final- 
ly be remembered as the last of 
the beat generation. He even 
prefaces “Angel City” with a 
note advising actors to ap- 
proach their parts “in terms of 
collage construction or jazz 
improvisation.” Like, wow. 

DAVID GATES 



Shepard: The pop profundities of horse opera and rock 



Shepard: 
Rough Read 

Because of “The Right 
Stuff," in which he played pilot 
Chuck Yeager, and “Coun- 
try,” in which he played farmer 
Gil Ivy, Sam Shepard is 
known by most as a movie star. 
But Shepard, 41, has been 
called the pre-eminent play- 
wright of his generation — and 
even the best American drama- 
tist now writing. Since his first 
play, “Cowboys,” was pro- 
duced when he was 19, he has 
won 10 Obies and a Pulitzer 
Prize. Michiko Kakutani of 
The New' York Times says he 
has “put forth a vision of 
America that resonates with the 
power of legend.” The Village 
Voice’s Ross Wetzsteon says he 
has “altered the conventions 
of theater as radically as Brecht 
or Beckett.” And so on. When 
the flannel-shirted Shepard (ne 
Samuel Shepard Rogers) fixes 
that intense stare on you from 



the cover of his new collection 
("Fool for Love and Other 
Plays,” published this month 
by Bantam), remember: he’s not 
just another craggy face. 

flBS: Shepard ’s admirers — 
that is, almost everybody — tes- 
tify to his power to move the- 
ater audiences. But readers may 
wonder what the fuss is about. 
The “legend” in which Shepard 
traffics is the pop profundities 
of horse opera and rock-and- 
roll sainthood that have al- 
ready been plumbed by too 
many filmmakers and rock 
critics. When rodeo cowboy Ed- 
die in “Fool for Love” is re- 
duced to lassoing the bedposts 
in a seedy motel room, we’re 
supposed to sense (according to 
the book’s introduction) “the 
decline of the Old West.” In 
“Cowboy Mouth," Cavale 
(first played by punk-rock poet 
Patti Smith) fantasizes that 
"the rock-’n’-roll star in his 
highest state of grace will be 
the new savior . . . rocking to 
Bethlehem to be born.” But 
I he Old West has been in decline 



Philip Jose Farmer has nev- 
er been as successful as Frank 
Herbert or J. R. R. Tolkien in 
reaching readers outside the sci- 
ence-fiction-and-fantasy sub- 
culture. But to insiders, Farmer 
is like Henry James — a writer 
too good for hoi polloi. Critic 
Leslie Fiedler — a dabbler in 
the genre himself — once called 



Tanner: Son of ‘ River world' 



26 



NEWSWEEK ON C AMI'DS/DIX IMHEK 1484 





(^tDasfiinfltonpost 






Mary Jane Johnson’s 
road to ‘The Merry Widow' 

Arts: Peter Dean 

and his show biz memories 




v> 



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Michael 

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I'MC VAt>0* t OK INC WttMMCTON PCY 



Thumbing 
His Why 
To Success 



Author Douglas Adams 
Continues His ‘Hitchhiker' Epic 



By Demon Howe 

S»iral to The WiMtungTon Post 

Just when you thought you’d read the final ins:*: 
ment of “A Hitchhiker’s Guide to the Galaxy . . 

Or teen the final TV repeat episode . . . 

Or beard the last radio show . . . 

Or spun the final record album . . 

There is more. True to amoebic form, the Hitch- 
hiker story will reproduce itself as a movie, is a\a !- 
able as a home computer software game and. this 
month, the final book sequel. “So Long, and Thans- 
for All the Fish," will be in the bookstores. 

Is there no limit? 

“Well, we don’t have a braille version and we dor. t 
have ‘Hitchhiker’s Guide’ dental floss," says Dougk..- 
Adams, the source of this meandering science fiction 
mock epic. In town to read excerpts from his works i 
college audiences, he is trying to conform his 6-fcct-" 
body behind a small Ramada Hotel breakfast tabk 
lost somewhere in the outer space of Rockviile. 

He is just back from the ionosphere known as Los 
Angeles, where he has been negotiating the film pro 
ject with Ivan CGhoat busters") Reitman. who ha- 
bought the option on the rights. 

“Progress on the film ii perceptible to the hum u: 
eye. The biggest hurdles are finding a script we . in 
all agree on and a director who can cope with i.a 
technical effects (yet) go easy on relentiess. uonj >■ 
fu! special effects . . . also if he could be English ir. 
would be food as well" says Adams, who is and lou 
Eogbsh— unaguKL SidJCaaaK (Nm an averaged 
wayward but mannerly British schoolboy, dressed r 
yeans and leather jacket. 

The film, which begins production early next ye - 
is the crowning glory of the "Hitchhiker” phero;: . - 
non. which has taken the form of radio serialization * 
record album, a book with three sequels ( "So Long 
being the third sequel), stage adaptations (including 
version that had the audience sitting in a circuiatn., 
hovercraft) and a BBC television series For the in- 
satiable cult followers, there is the aforementioned 
software program — in which you can participate . 
Arthur Dent, one of the story’s characters. 

“Curiously, the American audience sees the ’Hitch 
hiker’s Guide’ as being very English." says Adam- 
who teems to enjoy observing the varied reactions to 
“Hitchhiker" with a kind of omniscient benevolence 
“And the Enghah audience actually sees it. to quite a 
targe extent, as being quite American. So it exist - 
somewhere out in mid-Attantic." 

He admits to having done "pretty well" by all th- 
He lives in a 10-room flat m London, is dating a Lu. 
don hamster (too busy to get married just yet) and 
Sm ADAMS. Cl!, C»L 1 



Dougin Adstat. author of “So Long, and Tbnnki for All tbe Fish " 






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The Washington Post Fhiiiay. Novembeh 23, 1984 C 11 



m 



Books 






FREE! 

24 colorful pages 
of window and 
patio door facts. 

Here’s the window and patio door 
booklet for new homes, remodeling 
and window replacing. 24 pages of 
facts and figures in easy to under- 
stand question and answer format. 
There are full-color photos for 
window ideas and sections on energy, 
window planning and new Andersen® 
High Performance insulating glass. 
The complete Pcrma Shield* product 
line is shown installed in homes. 



Introducing 
Arrow Sambuca. 
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This is licorice with an 
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Try it in coffee Con ,vv , : 
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or on its own. 

It's the licorice taste 
that's definitely not kid stuff 

^Arrow. 

Nothing stands out 
like good taste 



Earthbound 



SO LONG, AND THANKS 
FOR ALL THE FISH 
by Douglas Adams 
Harmony; 204 pages; $12.95 



Send me the ’Window & Patio Door \nswers 
From Andersen” booklet. I plan to □ htnld 
Lj remodel I i replace. Mail to Andersen 
Corp . Box 12. Bayport, MN 55003 159-0385j 



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I n ancient days, before the advent of the 
Sorth of Bragadox, when Fragilis sang 
and Saxaquine of the Quenelux held sway, 
Arthur Dent awoke one morning in his 
modest home west of London to learn from 
a visiting extraterrestrial that the earth 
was about to be demolished. It had to make 
way for a hyperspace bypass. What hap- 
pened next is too horrible to recount, but 
several hundred thousand inhabitants of 
the planet earth are familiar with the tale. 
That is a conservative estimate of the 
audience for Douglas Adams’ 1979 luna- 
_ tic masterpiece, The 
Hitchhiker’s Guide 
l to the Galaxy, a 1980 
| sequel, The Restau- 
rant at the End of the 
Universe, and a 
1982 sequel, Life, 
the Universe and Ev- 
erything. The Hitch- 
hiker’s Trilogy, 
which began as a ra- 
dio serial, has grown 
to embrace a televi- 
sion series, record 
albums, several the- 
atrical productions 
Douglas Adams and a computer soft- 

ware game. As a re- 
sult of all that furious merchandising, Ad- 
ams, 32, a 6-ft. 5-in., former television 
script editor {Dr. Who), has become a cult 
figure at colleges throughout the galaxy. So 
Long, and Thanks for All the Fish is billed, 
with impeccable logic, as the trilogy's 
fourth volume. It is the looniest of the lot. 

Fish chronicles the return of the shy, 
self-effacing Dent to his home planet after 
a successful demolition-eve escape. He 
has spent the intervening eight years 
hitching rides on passing spacecraft, 
snacking at duty-free shops on distant 
planets and encountering such diverse 
creatures as a lost tribe of ballpoint pens 
mislaid by former owners, and a race of 
marketing executives who, despite 573 
committee meetings, have still not discov- 
ered the wheel (“All right, Mr. Wiseguy 
. . . you tell us what color it should be”). 
To Dent's surprise, earth has somehow 
escaped destruction, but all the dol- 
phins have mysteriously disappeared. The 
book's title, in fact, is their farewell mes- 
sage. He sets out to find them, making new 
friends, notably a lady whose feet do not 
quite touch the ground, and re-encounter- 
ing old ones, like Ford Prefect, hard- 
drinking correspondent for the Hitchhik- 
er’s Guide, a 6 million-page Baedeker of 
the cosmos. Prefect is still updating his en- 
tries; for instance, rediscovering a New 
York City river “so extravagantly pollut- 



I IMF M \R( II II. l-iHS 





If you still believe in me, save me. 




To make your tax-deductible donation, call 1-800-USA-LADY. 

Or write: The Lady, P.O. Box 1986, New York, NY 10018. 

KEEP THE TORCH LIT 

© 1984 The Statue of Liberty-Ellis Island Foundation 






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Books 



ed that new life forms were emerging from 
it spontaneously, demanding welfare and 
voting rights.” 

This is an uncharacteristically earth- 
bound performance for Adams, who until 
now has needed the limitless expanses of 
the universe to let him leap backward and 
forward through space, time and mean- 
ing. Still, Fish is the best evidence yet that 
Adams is not simply a funny sci-fi writer 
but a bomb-heaving satirist. Consider the 
spaceship that lands in central London, 
demolishing Harrods and disgorging a ro- 
bot that demands, “Take me to your Liz- 
ard.” On its world, Ford Prefect explains, 
“the people are people. The lizards are liz- 
ards. The people hate the lizards and the 
lizards rule the people.” The system, he 
says, is called democracy. But why do the 
people vote for the lizards? “Because if 
they didn’t vote for a lizard, the wrong liz- 
ard might get in.” 

The book ends with the discovery not 
of the dolphins but of God’s Final Message 
to His Creation, which is about as defini- 
tive an ending as any author could invent. 
Does this mean that Adams may now be 
too busy creating screenplays and interac- 
tive computer software to write yet anoth- 
er sequel? He and his publishers are silent 
as the Sorth of Bragadox on that question. 
Yet Adams did begin the series on a note of 
finality — the destruction of the earth — 
and Arthur Dent still enjoyed a few qua- 
drillion light-years of travels. Besides, 
where in the history of the universe is it 
written that a trilogy must contain only 
four volumes? — By Donald Morrison 



Best Sellers 

FICTION 

1. If Tomorrow Comes, Sheldon 
( l last week ) 

2. The Life and Hard Times of Heidi 
Abromowitz, Rivers (3) 

3. The Talisman, King and Straub (2) 

4. Thinner, Bachman 

5. So Long, and Thanks for All the 
Fish, Adams (5) 

6. The Sicilian, Puzo (4) 

7. See You Later Alligator, 

Buckley (10) 

8. Glitz, Leonard (7) 

9. Love and War, Jakes 

10. The Finishing School, Godwin (9) 

NONFICTION 

1. Iacocca: An Autobiography, 

Iacocca (1) 

2. Weight Watchers Quick Start 
Program Cookbook, Nidetch (5) 

3. Citizen Hughes, Drosnin (8) 

4. Loving Each Other, Buscaglia (2) 

5. Women Coming of Age, 

Fonda (3) 

6. What They Don’t Teach You at 
Harvard Business School, 
McCormack (6) 

7. Nothing Down, Allen (4) 

8. The One Minute Sales Person, 
Johnson and Wilson (7) 

9. The Frugal Gourmet, Smith (9) 

10. Pieces of My Mind, Rooney 

Computed by TIME from more than 1,000 participating bookstores. 



‘Price based on average cost of 35mm color film 

B8 



TIME, MARCH 11, 1985 



By D. C. Denison 




(rUW_ 

SoaAaN 

"TuaevvVy 

'l&ollS 

In 1978, Douglas Adams, a 
24-yea r-dd graduate of Cam- 
bridge University, began writ- 
ing a BBC radio serial. It was 
called The Hitchhiker’s Guide 
to the Galaxy, and it quickly 
attracted a cult following. In 
the years since, Adams has 
expanded the project to in- 
clude four books, a TV series, 
two records, a stage show, and 
a computer game. We spoke 
on a balcony overlooking the 
lobby of the Hyatt Regency Ho- 
tel in Cambridge. 

1 . Do you ever regret, for 
plot purposes, that you 
blew up the Earth early in 
the first book? 

Yes, but it just seemed to be 
too good a joke not to do. But 
it has been a problem. Right 
at the word “go,” I got rid of 
the framework which I would 
normally share with the read- 
er. So since then, I’ve had to 
invent absolutely everything. 



Douglas Adams 



John Thimack;. The Boston Globe 



2. Are you a fan of classic 
science fiction, like Dune ? 

I’ve read Dune and some oth- 
er obvious ones, but I’m not 
really a science-fiction buff. 

Largely I find — and this is hardly news — 
that an awful lot of it is just not well-writ- 
ten. I do have an incredible number of sci- 
ence-fiction novels at home, because people 
keep giving them to me. I’ve read the first 
20 pages of most of them. 

3. You are always described as hav- 
ing a cult following. Do you think 
that’s true? 

Not really. Somebody once said that a cult 
is what happens when everybody goes out 
to buy a book, each of them thinking that 
they’re the only one who knows about it. 
But the Hitchhiker books have sold about 
seven million copies. And that ain’t a cult. 

4. Your publisher sent out a list of 10 
“suggested interview questions.” Did 
you come up with these? 

Well, the publisher says, “We’ve thought of 
some areas, and are those okay areas?” But 
I kind of get fed up with being asked, 
“Where did you first get the idea for the 
Hitchhiker series?” Actually, I now have a 
sort of practiced reaction to being asked 
that question, and that is to scream very 
loudly and lunge with a knife. 

5. Are you embarrassed to come from 
the same country as Benny Hill? 

Oh, yes. In England, for years, it seemed 

D. C. DENISON IS A BOSTON-BASED WRITER. EACH 
WEEK HE POSES 21 QUESTIONS TO A NOTABLE 
PERSON. 



‘We have a major national resource in England 
— irony — which you take for granted until 
you find a place where they haven’t got any.” 



almost as if he was dead. You know, he was 
a has-been comic. But then his shows start- 
ed to run again on TV, obviously with rath- 
er large budgets, and no one could work out 
what was going on. And then the rumor got 
around that he’d become a star in America. 
And no one could believe this. And now 
that I’ve seen it, I still can’t believe it. I 
mean it’s just such absolute schlock. 

6. Why did you decide to do a comput- 
er-game version of Hitchhiker ? 

At first, all I knew about computer games 
were those games where you shoot down 
spaceships and pursue little aliens around 
mazes. But, really, I didn’t have either the 
interest or the hand-eye coordination for 
those. But then I got a computer, and slow- 
ly I began to get seriously hooked. Then I 
happened upon the games by Infocom, and 
I immediately saw that these were differ- 
ent. I felt at home. 

7. Which games were you impressed 
with, in particular? 

The one I spent a lot of time with, and actu- 
ally solved, was Suspended, by Michael 
Berlyn. And that’s the only one I’ve actual- 
ly solved. Most of the other games I’ve sort 
of dipped into, because once I got the hang 
of it, I was more interested in writing 
games than with playing them. 

8* Didn’t you work on a project with 



Atari? 

Yes, briefly, before everything 
there went down the drain. 
They were kind of interested 
in doing some sort of game, so 
I would go up to their head- 
quarters, in San Jose, for a 
meeting with a few people. 
And it would go terrifically, 
and everybody would be very 
pleased, and then a couple of 
days later I’d read in the paper 
that all the people that I’d 
talked to had been sacked. 
Then a few weeks later I’d 
have another meeting with an- 
other bunch of people, and it 
all looked terrific and great, 
and then the next day I’d read 
that they’d all been sacked. So 
after a while I just got bored 
with it and started talking 
with somebody else. 

9. Do you plan to contin- 
ue working with comput- 
ers? 

Definitely. I really enjoyed 
working on this game so 
much. I feel that it has sort of 
given me a whole new lease 
on life. There was a stage, 
about a year ago, when I felt 
that, well, I’ve had all these 
successful books, and I was going to have 
to write more books — which is good, let’s 
not knock it — and then maybe movies or 
TV. I had all of these things to do. But still, 
I kind of felt like the 6-year-old kid who 
says, “Mommy, I don’t know what to do.” 
Then I got involved with computers, which 
suddenly seemed to be one of the most ex- 
traordinary resources for imagination. I’ve 
just become totally engrossed, and now 
there seem to be more things to do than I 
could possibly encompass. 

10. I know that you were a member 
of the theater group the Footlights 
Club at Cambridge University. Did 
that have a big influence on your ear- 
ly career? 

Well, it’s not so much that being a member 
of Footlights gives you a guaranteed entree 
into show business, which a lot of people 
kind of assume simply because so many 
people have come out of it. The reason why 
so many people of that type have come out 
of it is because they’ve gone into it. Cer- 
tainly in my experience, when I was decid- 
ing on what kind of university career I was 
going to have, I wanted to go to Cambridge 
because I wanted to do Footlights — main- 
ly because I knew I had a reasonable oppor- 
tunity to meet people of like mind. It’s not 
so much that it guarantees you anything 
once you get there. It’s just sort of a rally- 
ing flag. Continued on page 16 





Twenty-one 

CONTINUED FROM PAGE 2 



11. Who are the famous 
alumni of Footlights? 

Let’s see: Peter Cook, John 
Cleese, Graham Chapman, Eric 
Idle, Jonathan Miller, Peter 
Hall, Trevor Nunn, and most of 
the heads of the major televi- 
sion departments in England. 
It’s pretty pervasive in English 
TV, actually. 

12. Before you wrote 
Hitchhiker, did you really 
work as a bodyguard for Qa- 
tar’s royal family? 

Just briefly. I sat outside their I 
hotel room for 12 hours a night j 
while they watched television. 

It wasn’t difficult — you stand 
up, sit down, open a door, close 
a door, you bow. And if some- 
one comes along with a gun or a 
hand grenade, you run away. 

1 3 . Who were your heroes 
growing up? 

Pretty much the Beatles. 

14. Any Americans? 

As far as American musicians 
are concerned, Paul Simon. I 
learned to play the guitar by lis- 
tening to his records. I was al- 
ways a great admirer of his mu- 
sic, and then once when I was in 
New York I decided I’d really 
like to meet this guy. So I was 
put in touch with one of his 
aides, and the guy phoned me 
up and said, “I’m sure we can 
fix this up. No problem.” And 
we chatted, and it was very 
pleasant, and then at the end of 
the talk he just said, “Oh, by 
the way, one thing I have to ask 
you: How tall are you?” And I 
said, “I’m 6-foot-5.” And he 
said, “Sorry, forget it.” From 
that moment, I began to feel 
not quite the same way about ' 
Simon. 



January 20, 1985 



15. You’ve recently been 
traveling in Australia. How 
did you like it? 

I loved it. It was like what I ex- 
pected California to be like. I 
mean, I hated California. I lived 
for seven months in Los Ange- 
les, and I could not bear it. But 
Australia seemed to be what 
California ought to be like, in 
that it was just full of a lot of . 
energy, enthusiasm, sun, and 
sea. And it’s still at the point 
where people still have real en- 
ergy and enthusiasm. It hasn’t 
been sort of corrupted into just 
status, money, and power. 

16. Why didn’t you like 
Califonxia? 

Because we have a major na- 
tional resource in England, 
which you kind of take for 
granted until you find a place 
where they haven’t got any, 
and that’s irony. Actually, con- 
versations become very difficult 
after a while, because people 
will say the most extraordinary 
things, and then you realize that 
that is precisely what they 
mean, nothing more or less. It’s 
just so relentlessly superficial. 

17. Do you think there are 
major differences between 
British and American hu- 
mor? 

People talk a lot about the dif- 
ferences, but I think they’re 
more apparent than real. I’ve 
discovered that the people who 
tell you that the American audi- 
ence doesn’t respond to English 
humor tend to be the TV pro- 
ducers who feel that they’ve 
created the American taste; 
Le., they’ve told the American 
public what to laugh at. If you 
watch the sort of less-good 
American TV, for example, you 
get all these shows that are full 
of jokoids, instead of jokes. 

IS. What is a jokoid? 

Well, somebody will say some- 
thing in a particular tone of 



voice. Then there’ll be camera 
shots of reactions from other 
members of the cast who do a 
take. Then they push the but- 
ton for the laugh trade, and 
then your trained audience 
laughs. They don’t Jmow quite 
why, but they know that some- 
thing funny has supposedly hap- 
pened. That’s a jokoid. 

19. Are you planning any 
more Hitchhiker books? 

Fm going to leave Hitchhiker 
alone for a bit and go and do 
other stuff. I’m primarily a 
comedy writer, and I think now, 
when 1 write Hitchhiker, so 
much of my energy has to go 
into finding ways not to repeat 
myself and not going stale. It’s 
like when your garden is full of 
snow, and it’s all footprints 
now, and you’ve got to find bits 
that you haven’t walked on. So 
I’m anxious to start with a com- 
pletely fresh sheet of snow and 
do something new. That’s not 
to say that it won’t be possible 
to come back to it after a while, 
after a fresh snowfall. 

20. What projects are you 
working on now? 

Fm working on a draft of a 
screenplay for Hitchhiker, and 
a project with the Muppets — 
to promote computer literacy 



— which has been a real plea- 
sure. The [Jim] Henson organi- 
zation is full of the nicest possi- | 
ble people, doing the silliest ! 
possible things. It could not be 
more delightful, because f 
they’ve actually kept hold of r 
what they started with, j 
They’ve protected it all the way [ 
up, which is a difficult trick. 

21. Do you think you’ll j 
continue to write in the sci- 
ence-fiction genre? 

Fm going to try and not do sci- 
ence fiction, but it tends to kind 
of creep in a little bit, because I 
have this tendency to exagger- 
ate wildly. That’s where it came 
from in the first (dace. A guy 
gets his house knocked down, 
and what’s the cap? Well, the 
Earth then gets demolished for 
exactly the same reasons. I was 
just making the point that he’s 
having a really bad day. And 
once you’ve done that, of 
course, once you’ve cleared the 
Earth out of the way, well, ei- 
ther you’re doing science fic- f 
tk>n, or the story is suddenly 
finished. So every time 1 try to 
think of an idea that isn’t sci j . 
ence fiction at all, I fiddle with 
this and that, and suddenly j 
there are science-fiction bits 
getting in there. So maybe 1 
shouldn’t fight it too much. • 



* 



STARLOG EXCLUSIVE 

DOUGLAS ADAMS 

The creator of "Hitch Hikers Guide to the 
Galaxy” & "The Restaurant at the End of the 
universe” comes down to Earth for a little 

alien chit-chat 

By SUSAN ADAMO 



I eneath Douglas Adams’ tall, tame 
exterior is an unstoppable vitality. At 
29, he has already created a universe 
where an infinite number of monkeys work 
out scripts for Hamlet and lab mice are “hy- 
per-intelligent, pan-dimensional beings.” 
Such is life in The Hitch Hiker’s Guide to 
the Galaxy, his chef s i lend of comedy and 
science fiction which, in many forms, has de- 
lighted British audiences and which arrived 
on the American shore this year as a radio 
series and fast selling novel. Adams’ first ink- 
ling of this strange world came, appropriately 
enough, while he was hitchhiking through 
Europe. 

4 ‘The title came to me years ago just before 
I went off to University.* I had a copy of a 
book called Hitch Hiker’s Guide to Europe 
which I’d carry around with me, which was a 
useful book. And I remember lying drunk in 
a field in Innsbruck one night .... 

“I sort of laid down on the ground and 
stared up at the stars and it occurred to me 
then that somebody ought to write a hitch 
hiker’s guide to the galaxy. The thought 
didn’t come back to me for years afterward. 

“I suppose for some time after I became a 
writer,” Adams says, “I just thought that 
science fiction would be a good vehicle for 
comedy. It took me a long time actually to 
convince anybody else of this and I tried it in 
all sorts of forms and guises. It wasn’t until I 
suddenly remembered this title [Hitch 
Hiker’s Guide] and put it together with the 
more general aspects of the idea that the thing 
actually started to come together. It started 
out in radio ” 

The Rlngo Starr Show* 

Before it came together, Adams made sev- 
eral attempts at creating a successful combi- 
I nation of science fiction and comedy — some 
of them in collusion with Monty Python’s 
[ Graham Chapman. 

“We were once commissioned to write a 
one-hour American TV special for Ringo 
Starr and that was a science fiction/comedy 
show and the working title [when it was drop- 

‘Cambridge University where Adams was a 
member of “The Footlights,” a student group 
which helped launch numerous British comedy 
writers and actors. 






v 






SF/comedy writer Douglas Adams. 

ped] was, rather originally I thought, The 
Ringo Starr Show. Yes,” Adams laughs, “it 
took us some time to come up with that one.” 

Adams also teamed with John Lloyd, who 
later catapulted into television comedy his- 
tory as producer of Britain’s top-ranked TV 
show, Not the Nine O ’Clock News. They col- 
laborated on a film treatment for the Robert 
Stigwood Organization. 

“We worked on this film treatment for 
quite a while and everything seemed to be go- 
ing very well. Then, the Stigwoods finally 
dropped it for three reasons — one of which is 
‘Who is Douglas Adams?’, the second of 
which is ‘Who is John Lloyd?’ and third, they 
really didn’t think there was any market for 
science-fiction films which is a curious 
thought.” 

Disheartened after a succession of short- 
lived jobs which included directing a play and 
guarding a royal Arabian family, Adams 
retreated to his parents’ home in Dorset, 
England, where, against a backdrop of seclu- 
sion, Hitch Hiker’s began its chain of multi- 
births. 

Briefly, the story he created is about an 
electronic book also named The Hitch 
Hiker’s Guide to the Galaxy. According to 
the (fictitious) novel’s prologue: 

”... the Hitch Hiker’s Guide has already 
supplanted the great Encyclopaedia Ga/ac- 
tica as the standard repository of all know- 
ledge and wisdom, for though it has many 
omissions and contains much that is apocry- 
phal, or at least wildly inaccurate, it scores 
over the older, more pedestrian work in two 
important respects. 



First, it is slightly cheaper; and secondly, it 
has the words DON’T PANIC inscribed in 
large, friendly letters on its cover.” 

* Ford Prefect, from the planet Betelguese 
l (pronounced “beetlejuice”), is Hitch Hiker’s 
| “roving reporter” who, with the aid of an 
i electronic thumb and towel, travels the Uni- 
| verse updating and supplementing the 
| Guide's entries. Prefect saves Arthur Dent 
“ moments before Dent’s home planet, Earth, 
| is vaporized by alien spacecraft paving the 
way for an intergalactic freeway. Hitch 
Hiker’s is the story of that rescue and Dent 
and Prefect’s subsequent adventures, which 
include a hitch on the Heart of Gold— a star- 
ship powered by Improbability Drive, with its 
crew of Zaphod Beeblebrox, (the two- 
headed, ex-hippie president of the Universe) 
his girlfriend Trillian (nee Tricia McMillan) 
and the ever-droning, totally depressed Mar- 
vin the Paranoid Android. Everybody ends 
up at The Restaurant at the End of the 
Universe (the title of Hitch Hiker’s sequel 
novel) but not until “The Question of Life, 
the Universe and Everything” is entered into 
the computer called Deep Thought. 

“When I was writing the first of Hitch 
Hiker’s down in Dorset,” Adams reveals, “1 
would leave notes to myself to find later, say- 
ing, ‘If you ever get the chance to do a proper, 
regular job— take it. This is not the occupa- 
tion for a growing healthy lad.’ I’d find 
another note under that saying, ‘This is not 
written after a bad day. It is written after an 
average day.’ ” 

When he’s writing, Adams admittedly 
aligns himself with the paranoid Marvin. 
“It’s a terrible business, it really is,” he says 
earnestly. “You’re sort of stuck in a room by 
yourself for hours on end, just trying to be- 
lieve you’re not hopeless, actually. You 
know, I’ve done it so far and it’s worked so 
far. People have liked it and it’s been alright. 
But, you look at the piece of paper and you 
can’t think of anything to put on it and — 
You’ve got something! Then you read it, say 
‘God, that’s awful] And you cross it out and 
you sort of keep this up for hours and it’s 
pretty demoralizing until, suddenly, you get 
on a streak. And, that doesn’t happen very 
often. Pathetic business,” he laughs. “It real- 
ly is.” ►- 



STARLOG/yune 1981 29 



While waiting for BBC Radio 4 to accept 
Hitch Hiker’s , Adams sent a copy of the 
first script to Bob Holmes, then story editor 
of Dr. Who. The two met, discussed potential 
storylines and another wait began. 

“I was getting pretty nervous and sud- 
denly, in the same week, I was commissioned 
for the whole series of Hitch Hiker’s plus a 
commission to write four episodes for Dr. 
Who (, Pirate Planet). 

“Really, from that moment, which must 
have been late 76-77 until the end of 1980, 1 
didn’t have a day off. I mean,” he shrugs, “it 
was sort of panic-time continually.” 

Adams describes working on the radio, 
series as “small and handleable” and a “very 
intimate” way of making shows. 

“I was the only person who knew actually 
what I intended and what it was meant to 
sound like so I was very heavily involved in 
the production. The producer (Geoffrey 
Perkins) was very tolerant from that point of 
view which not all producers would be. Some 
producers tend to be very defensive, protec- 
tive of their jobs. 

“The first two shows took an immensely 
long time to make because we were dealing 
with techniques that none of us knew about 
or how to set about making. Then, this sort of 
system evolved on how to make it. After a 
while, I took more and more of a backseat 
simply because now everyone knew how to 
do it. But, I was still always there just sort of 
putting my own in and making trouble.” 
Adams does confess to a few close calls at 
the BBC radio studios and to stretching 
studio protocol if just a bit. 

“There was a long sound effect in episode 
two [of the Heart of Gold going into Impro- 
bability Drive] which took us two days to 
do . . . which is totally unheard of at the BBC 
because, at the BBC on the whole, a standard 
radio comedy show will tend to be rehearsed 
in an afternoon, recorded in front of an audi- 
ence that evening and edited the next day and 
that’s it. 

“There were questions delicately being 
asked about what in the hell we thought we 
were doing," Adams says, “taking over 
studio after studio; editing channel after edit- 
ing channel; hours and hours and hours; days 
and days. If we hadn’t come up with the 
goods at the end of it, our heads would be 
rolling. But luckily, it turned out okay.” So 
well, in fact, that the BBC rebroadcast the 
series four more times, while approving pro- 
duction of a second one. 

“I was terrified of doing the second series 
because the first time around it was only me in 
my private little world writing this thing and 
the second time around it was really all the 
eyes of the world upon you. It was like run- 
ning down the street naked trying to write this 
stuff,” Adams says flatly. “I just kept put- 
ting it off and putting it off and letting other 
things get on top of me. Eventually, the de- 
partment heads were getting a bit stroppy be- 
cause they wanted to know when in the hell 
they were going to get the series.” 

To add to this mad dash, Adams had 
simultaneously accepted the job as Dr. 



Who’s Story Editor while producing yet 
another radio program. (“Black Cinderella 
Two Goes East”). At one point, he com- 
mitted himself and the cast and crew of Hitch 
Hiker’s to put out a show a night for five con- 
secutive evenings— a schedule that made the 
color fade from producer Perkins’ face. 

“He knew how slow I was being and he just 
didn’t think I’d get it done,” Adams says. 
“But we went into production with me being 
actually just a couple of lines ahead of the cast 
in the writing,” he admits with a broad smile, 
adding, “In the last program, literally, they 
were recording one scene whilst I was in the 
next room writing the next one.” 

The atmosphere at Dr. Who’s production 
offices wasn’t much more relaxing. Adams 
explains, “The crazy thing about the show, 
one of the things which led to my feelings of 
frustration, was basically doing 26 episodes a 
year with one producer and one script editor. 
It’s one hell of a workload. I mean, it’s not 
like any another drama series. Say, you’re 
doing a police drama series. You know what a 
police car looks like and you know what the 
police station in the area looks like; you know 
what the streets look like, what burglars, cri- 
minals do. With Dr. Who, with every new 
story, you have to reinvent totally but be con- 
sistent with what’s gone before. Doing 26 
shows in one year, when each one has to be 
totally new in some extraordinary way, was a 
major problem. And there’s no money to do 
it with. I mean, in real terms, Dr. Who ’s bud- 
get has been shrinking. Somehow or another, 
you have to keep up with the goods. Twenty- 
six a year is too many. I was doing that and 
also writing Dr. Who and also writing Hitch 
Hikers — both the radio and book at the same 
time and I was going out of my tiny mind. I 
really was. So, I’ve slowed down a bit now.” 

The tv Series 

When STAR LOG spoke with Adams, five 
episodes of the Hitch Hiker’s TV series had 
been aired in England with the final show just 
four days away from being broadcast. 
Adams is “very pleased” with the finished 
product and the enthusiastic response he’s 
received. 

“I think one of the challenges of it, what 
has made it really work, is the fact that it is so 
impossible to transfer from radio to tele- 
vision. That is, it actually set so many prob- 
lems and we had to find creative answers to all 
those problems in a way you wouldn’t have to 
if you were writing a show like that or some- 
thing similar for television immediately 

“To a certain extent, the medium dictates 
the style of the show and transferring from 
one to the other means you’re going against 
the grain for the whole time. It’s the point 
where you go against the grain that you come 
up with the best bits. So, it’s actually turned 
into a very rich show. The bits that were the 
easiest to transfer were actually the least inter- 
esting bits of the TV show. But, there are 
some terrific things.” 

A central role in the radio series is the nar- 
rator who reads pieces of the Guide and cites 
Universal history. Transferring this part to 



television posed a problem since the obvious 
choice of going with a “verbose narrator” on 
screen didn’t excite Adams. 

“Eventually, we came up with the idea of 
using read-outs from the book itself done in 
computer graphics form and actually supply- 
ing with the computer graphics a great deal of 
additional information. So, you get little 
drawings, diagrams, flashing out and all the 
words that the narrator is saying, plus further 
expansion— other little details and footnotes 
—all coming at you from the screen. I mean, 
you just can’t keep up with it. 

“I like the sort of program where, when 
you get to the end of it, you feel you didn’t get 
it all. There are very few programs like that. 
There’s so many programs that are half-an- 
hour long and at the end of it you're half-an- 
hour further into your life with nothing to 
show for it. If you actually feel you didn’t get 
it all, I find that stimulating.” 

Another imaginative answer resolved the 
problem of portraying the two-headed 
Zaphod Beelblebrox, played by actor Mark 
Wing-Davey. The special effects department 
constructed a radio-controlled head molded 
from Wing-Davey’s “own personal head,” 
Adams explains, which had the capacity to 
move right and left, up and down. 

“The trouble was, we eventually found the 
head wasn’t as effective in the show as it was 
in rehearsal,” Adams recalls. “Everytime 
something went wrong with his head, which is 
a very delicate mechanism and sometime it 
would get stuck in one sort of way or another, 
to get it working properly you’d actually have 
to spend an hour taking it apart and putting it 
back together again and we didn’t have that 
hour. So, we just sort of fudged it as best we 
could.” 

Although" the cost of producing the first 
TV series cast a doubt as to whether a second 
series would be made, Adams suggests, one 
way or another, it will happen.* 

In January, 1981, Adams made his first 
visit to the U.S. Preceding his arrival, Har- 
mony Books released the American hard- 
cover edition of The Hitch Hiker’s Guide to 
the Galaxy and interest in the paperback 
rights looked very positive. By March, 
member stations of the National Public I 
Radio began broadcasting the much-delayed I 
radio series. 

Though his first week here has been mar- 
red by an ear infection, Adams has good feel- I 
ings about his stay so far. “I really don’t have 
the desire to return to London,” he says. I 
“Everyone’s depressed there and nobody’s I 
doing anything about it. I mean, there’s less 
and less to go around and everyone’s just sort I 
of squabbling at what there is rather than I 
making more. It’s crazy. I could envisage ac- I 
tually living in America,” he explains. “You I 
fed energy and enthusiasm here. Even rude 
waiters are enthusiastic.” * I 

‘As to whether the first television series will bJ I 
brought to the States, Adams says that’s a deal that I 
would be made through the BBC. Startoggers may 
be able to hasten Its arrival by writing to the net- I 
works and local television stations informing them I 
of the BBC series and encouraging them to bring it I 
to the U.S. 



30 STARLOG /June 1981 



Newsdav - February 14, 1982 



The Menu Is Full of Guffaws 



n THE RESTA URANTAT 
THE END OF THE UNI- 
VERSE,” by Douglas Ad- 
ams ( Harmony Books, 256 
PP-, $7J95 ). 



Reviewed by Don Lessem 



Forty-two. That is the answer. 
The question? What is the meaning 
of "Life, the Universe, and Every- 
thing." 



Seeking the answer to this su- 
able query in this novel are Zaphod 
Beedlebrox, two-headed former gal- 
axy president and starship thie£ 
and his motley crew of fellow space 
and time travelers. Foremost in the 
bunch is Arthur Dent, last of the 
EarthlingB, and author of the inter- 



galactic best- seller, The Hitch- 
hiker’s Guide to the Galaxy” 
(Megadodo Publications). Dent has 
escaped this vale of tears in the 
nick of time, before Earth was de- 



molished to make way for a hyper- 
space bypass. 

The quest for truth brings Beed- 
lebrox and Dent in too-doae contact 
with all manner of star bores and 
■pacey characters; a neurotic eleva- 
tor that is afraid of the future, a 
rock star who is playing dead for a 
year to avoid taxes, a God who 
spends Infinity in a shark starinv 
at his soup. Star trekking nl«n 
brings our heroes to the grand 
eatery of the title, a swank cabaret 
suspended in time where the floor 
show is the destruction of the Uni- 
verse. Dent emerges from the scene 
suffering nothing worse than a stiff 
cover charge. And in the. end (or is 
it our beginning?\ we leave him 
teaching Scrabble to our earliest 
a n cestors. And he haa discovered 
the Question; "What is 6 x 9?" 
Wrong answers are right, after alL 

This isn’t science fiction, it’s lu- 
nacy, an3 an inspired bit of lunacy 
at that. The author is a one-time 
Cambridge Bcholar and lately a 



writer for those Britannic buffoons, 
Monty Python. Adams’ first* foray 
into sci-fi farce, the genuine "Hitch- 
hiker’s Guide to the Universe," was 
the best-selling book in England a 
few months back. It is now a radio 
series here, and soon to be a televi- 
sion special on both sides of the At- 
lantic. 

But one journey with Beetlebrox 
and chums evidently wasn’t enough 
to exorcise the creative demons in 
Adams’ i m a gin ation. For that we 
can be grateful. There are many 
guffaws on the menu of the last 
Restaurant, and enough clever 
twists of language and cosmology to 
make the Theory of Relativity look 
like Cliffs Notes. 

Reserve your seat at The Restau- 
rant at the End of the Universe. 
There’ll be a memorable meal. 

Don Lessem, a Boston-based 
naturalist and humorist, is au- 
thor of"Aerphobics: The Scien- 
tific Way to Stop Exercising ." 





The Wall Street Journal - June 18, 1982 



Consider the Plight of Arthur Dent, 
Routed by an Inter galactic Freeway 



By Mary Bralove 

Staff Reporter of The Wall Street Journal 

Scene: a spaceship filled with public-rela- 
tions executives, personnel managers, man- 
agement consultants and “tired TV produc- 
ers.” They are colonists on a planet that 
turns out to be Earth two million years ago. 

They have problems. “Five hundred and 
seventy-three committee meetings and you 
haven’t even discovered fire yet,” exclaims 
Ford Prefect, a major character in the 
story. Responds a colonist: “When you’ve 
been in marketing as long as I have, you’ll 
know that before any new product can be 
developed it has to be properly researched. 

“We’ve got to find out what people want 
from fire, how they relate to it, what sort of 
image it has for them.” 

'And that is the flavor of two books by 
Englishman Douglas Adams- “T he Hi tch- 
hiker’ s Guide to the Galaxy” a nd ‘‘The Res- 
tauran t 'at the End of t he JJni verse ’ ’ - that 
have become cult reading among college 
students and some executives. 

Gifts for Friends 

Rosemary Bruner, director of community ‘ 
affairs for Hoffmann-La Roche Inc., admits 
to “running around like an idiot” giving cop- 
ies to her friends and colleagues. And Ar- 
nold Brown, a management consultant, 
urges corporate clients to forget the belea- 
guered state of the economy for a while and 
consider instead the plight of Arthur Dent. 

The hapless Mr. Dent is the hero. Res- 



cued from Earth seconds before the planet 
is destroyed to make way for an intergalac- 
tic freeway, he undergoes a series of adven- 
tures with wacky philosophical overtones. 

The guide offers portentous advice such 
as, “Don’t panic,” and poses questions such 
as, “Why do we live?” “Why do we die?” 
and, “Why do we spend so much time in be- 
tween wearing digital watches?” 

Zarty and Weird 

“Hitchhiker” and “Restaurant” are the 
hottest sellers in the history of Harvard 
Square’s Science Fantasy Book Store. 
Around the country, “Hitchhiker” has sold 
more than 200,000 paperback copies. One 
youthful aficionado explains the books’ pop- 
ularity thus: “They’re zany, nonrespectable 
and weird.” 

Mr. Adams is a graduate of Cambridge 
University who, according to a book jacket, 
has worked as a chicken-shed cleaner and 
bodyguard as well as writer. In a fashion 
typical of the book, the jacket discloses that 
he “is not married, has no children and does 
not live in Manhattan.”^ 

Technology baffles in the Adams uni- 
verse. In a memorable passage, Ford Pre- 
fect and a “marketing girl” discuss the in- 
vention of the wheel. “We’re having a little 
difficulty there,” she says. Mr. Prefect can’t 
see why. 

“All right, Mr. Wiseguy,” she responds, 
“you’re so clever, you tell us what color it 
should be.” 




Among College Stu^ nncHHI1(! « «»j 



TO 

the°hottest novel 






the HITCHHIKER’S 



of bestsellerdom! ep j S odes of THE 

„„ *• * 'SiS » * ’ 

— HITCHHIKER’S GUI dur j n g October. 

^ installments nat.onw, , has infer- 

_ OiaM!^ S Member Issue 

*# viewedDousias ginning October 1 

_ Q 0U glas Adams will tour nat.o * uNlVE RSE 

W of A third volume, LIFE, I n London , 

W And there’s more. A t^^ a #1 bestse^^ ia 

♦ T0 r» E «^£*.8sr° 

SS0SSWS-" or "• U "T. booK.1 
^ %N.CI mere’* — *° * 

POCKFT ^ ROOli 




s Adams 
Douglas Adams 



Send your order to: 

NACSCORP 
528 E. Lorain St. 
Oberlin. Ohio 44074 



SHIPTO: BILLTO: 

Name 

Address 

City State 

Zip 



Printed in USA 



v* - 



m 



4 


n 







PRINTED IN U S A 




POCKET BOOKS 



contact: Carol Fass 

212 - 496-7886 



REVIEWERS RAVE ABOUT "HITCHHIKER 11 AND "RESTAURANT 11 ! 

Here's what they're saying about THE HITCHHIKER'S GUIDE TO THE GALAXY: 

"One of the funniest of all cult classics." ^ 

-- Cincinnati Enquirer 

"It's science fiction and it's extremely funny; a rare and precious 
conjunction. . .inspired lunacy." -- Washington Post 



"Fans of absurd deadpan parody will happily flip through this likeable 
send-up in order to extract a couple of dozen fine giggles." 

-- Kirk us 



"Hilarious and irrepressibly cl ever . . . enthus i ast i cal 1 y recommended ... one 
of the best pieces of science fiction humor to be produced this: year." 

-- Library Journal 



"A delightful little spoof of all this space seriousness and space 
science." --Cleveland Plain Dealer 



"This is an uproarious bit of nonsense. 



--San Francisco Chronicle 



THE RESTAURANT AT THE END OF THE UNIVERSE has garnered this praise: 

"Once you start reading either book (or both at once), you will be 
hooked into a stream-of-consciousness brand of creative insanity 
rivaling 'Alice's Adventures in Wonderland' for sheer chutzpah." 

-- Los Angeles Herald Exam - 
i ner 



"This isn't science fiction, it's lunacy, and an inspired bit of lunacy 
at that ... Reserve your seat at The Restaurant at the End of the Uni- 
verse. There'll be a memorable meal." -- Newsday 

"This is one of the best pieces of science fiction humor available." 

-- Library Journal 

I "As parody, it's marvelous; as humor, it's well, hysterical." 

--Knight News Service 

Anne Maitland, Director of Publicity and Public Relations, 1230 Avenue of the Americas, New York, NY 10020 (212) 246-2121 




INrLWo r ivUlVl 

POCKET 

THE INTERGALACTIC ROMP CONTINUES IN 
THE RESTAURANT AT THE END OF THE UNIVERSE , 

DOUGLAS ADAMS' ZANY SEQUEL TO THE HITCHHIKER'S GUIDE TO THE GALAXY 






CONTACT: Carol Fass 212-496-7886 

BOCKS 




"Once you start reading .. .you will be hook- 
ed into a stream-of-consciousness brand of 
creative insanity rivaling 'Alice's Adven- 
tures in Wonderland' for sheer chutzpah." 

— Los Angeles Herald-Examiner 

"This isn't science fiction, it's lunacy, 
and an inspired bit of lunacy at that... 
Reserve your seat at The Restaurant at The 
End of the Universe . There'll be a 
memorable meal." 

— Newsday 

"As parody, it's marvelous; as humor, it's 
well, hysterical." 

— Kirkus Reviews 



The manic adventures of the lovable 
hitchhiker crew continue unabated as they 
pursue the Ultimate Question to the Ulti- 
mate Answer of Life in THE RESTAURANT AT 
THE END OF THE UNIVERSE, Douglas Adams' 



zany sequel to THE HITCHHIKER'S GUIDE TO THE GALAXY. 



Back traipsing around the universe are: Arthur Dent, the mild manner- 

ed, slightly out-to-lunch human who just barely escaped when the Earth was 
demolished to make way for a hyper-space bypass; Ford Prefect, his alien 
rescuer and unflappable researcher for that monument of reference works, 

I THE HITCHHIKER'S GUIDE TO THE GALAXY; Trillian, the seductive 

MORE . . . 

Anne Maitland, Director of Publicity and Public Relations, 123(1 Avenue of the Americas, New York, NA 10020 (212) 246-2121 





- 2 - 



earthling who has told Arthur to buzz off; and Zaphod Beeblebrox, 
her two-headed, three-armed boyfriend who also just happens to be the 
ex-president of the galaxy. 

Unfortunately separated from one another by the evil and tacky Vogons, 
the friends encounter paranoid androids, existential elevators, improbabi- 
lity drives and kill-o-zap blasters enroute to a reunion at Milliways, the 
restaurant at the end of the universe. A popular hang-out, the restaurant 
features main courses that introduce themselves and a floor show which stars 
Armageddon, but even these temptations can't sway the foursome from seeking 
the Ruler of the Universe and ending up on a planet that looks suspiciously 
like the Earth of two million years ago. 

Originally radio scripts for a popular BBC program, THE HITCHHIKER'S 
GUIDE TO THE GALAXY and THE RESTAURANT AT THE END OF THE UNIVERSE have gone 
on in England to become not only bestselling books, but a television series, 
two record albums and a stage show as well. In the United States, the 
radio series has been aired twice by National Public Radio, and PBS will 
air the BBC television program, tentatively starting this October 30th. A 
third title in the 'hitchhiker' series, LIFE, THE UNIVERSE AND EVERYTHING, 
will be published in hardcover this fall by Harmony Books. Pocket Books, 
which published THE HITCHHIKER'S GUIDE TO THE GALAXY in 1981, and is bring- 
ing out THE RESTAURANT AT THE END OF THE UNIVERSE this October, has already 
purchased the paperback rights to this third title. 

ABOUT THE AUTHOR 

Born in Cambridge in 1952, Douglas Adams graduated from St. John's 
College in Cambridge in 1974. There he was active in the highly regarded 
'Footlights Club," an organization well-known for its productions of comedy 
and satire, whose alumni include Peter Cook, Jonathan Miller, Dudley Moore 
and John Cleese. After college he wrote and produced material for a number 
of TV and radio shows before becoming firmly established as a cult hero with 
the BBC program of "HITCHHIKER" and the publication of his three books. 
Douglas Adams presently lives in England. 

THE RESTAURANT AT THE END OF THE UNIVERSE by Douglas Adams 

Pub Date: October 1982 

ISBN#: 44268-6 

Price: $2.95 



NEWS FROM 



FOR IMMEDIATE RELEASE 
CONTACT: Carol Fass 

2 12/496-7886 



✓s 



POCKET BOOKS 



— ITCHH t KEJR S_GUIDE TO THE CALAXY AND THE RESTAURANT AT THE END 

OF THE UNIVERSE, TWO ZANY POCKET BOOKS TITLES BY DOUGLAS ADAMS 
RECEIVE NATIONAL EXPOSURE ON PRIME-TIME TELEVISION AND RADIO. 

The cult phenomenon of Douglas Adams’ THE HITCHHIKER’S GUIDE TO THE GALAXY 
and THE RESTAURANT AT THE END OF THE UNIVERSE will reach new heights this fall as 
these wild and zany hooks continue to capture the imagination of millions on both 
•sides oT the Atlantic. National prime-time television and radio have caught 
HITCHHIKER fever. Starting on October 30, PBS-TV will air the seven-part BBC 
television series based on THE HITCHHIKER’S GUIDE TO THE GALAXY . Meanwhile, National 
Public Radio, which first debuted in America the wildly successful BBC radio program 
m March 1981, has already responded to listener requests and rebroadcast the 
program to its 260 member stations beginning, this past July. 

Pocket Books published THE HITCHHIKER’ S GUIDE TO THE GALAXY in paperback in 
1981, and will publish THE RESTAURANT AT THE END OK THE UNIVERSE this October. 

Harmony Books, which published both books in hardcover, will bring out the third 
book in the series LIFE, THE UNIVERSE AND EVERYTHING in October. Pocket Books 
has already purchased paperback rights. 

•he history oi the books is almost as unusual as the books themselves. Originallv 
radio scripts, THE HITCHHIKER’S GUIDE TO THE GALAXY and THE RESTAURANT AT THE END 
OF THE UNIVERSE started as a six-episode program for the BBC which began broad- 
casting in March 1978. The series was so popular that BBC requested additional 
scripts and Adams prepared eight more segments for them. It is this original twelve- 
part radio program that went on to become not just two bestselling books, but a 
tiUvision sei ies, a record album, and a stage show as well. In fact , HITCHHIKER, 
the book, was so successful in England LhaL when RESTAURANT, the second of the 

MORE . . . 




Anne Maitland. Director of Publicity and Public Kt lations, 12.30 Avenue of the Americas. New York. NA 10020 (212) 246-2121 




Page 2 



books, was first published in England, the two commanded the #1 and #2 spots on 
bestseller lists simultaneously with combined sales over one million. 

THE HITCHHIKER'S GUIDE TO THE CALAXY chronicles the adventures of two inter- 
stellar space hitchhikers, Arthur Dent and Ford Prefect. Arthur is snatched away 
trom Earth by his friend Ford, seconds before Earth is destroyed to make room for 
an mtergalactic freeway. Together they journey through the universe, researching 
for the revised edition of The Hitchhiker's Guide to the Galaxy , a travel guide to 
the universe. This guide offers important advice like "Don’t Panic" and "Always 
Bring a Towel." It poses philosophical questions as well — questions such as 

’’Why do we live?", "Why do we die?" and "Why do we spend so much time in between 
wearing digital watches?" 

In THE RESTAURANT AT THE END OF THE UNIVERSE, Adams continues their story as 
Ford, Arthur and friends search for the Ultimate Question to the Ultimate Answer, 
and for the perfect cup of tea. They spend their time at the Restaurant at the End 
of the Universe, which features Armageddon as a floor show. 

But even before HITCHHIKER and RESTAURANT started receiving attention, some 
crazy men from the Monty Python gang had these words to say about HITCHHIKER: 

"Really entertaining and fun." 

— John Cleese 



Much funnier than anything John Cleese has ever written." 
— Terry Jones 

I know for a fact John Cleese hasn't read it." 

— Graham Chapman 

"Who is John Cleese?" 

— Eric Idle 



"Really entertaining and fun." 

— Michael Palin 

Since then, American reviewers have responded with the same enthusiasm. Here are 
just a few quotes: 

About THE HITCHHI^ RJS_^IDJ^ TQ THE GALAXY : 

"One of the funniest of all cult classics." 

— Ci ncinna ti En quirer 



MORE. . . 



"This is an uproarious bit of nonsense." 

— San Francisco Chronicle 

recommended?"' 5 clever. . .enthusiastically 

— ‘Library Journal 

About THE RESTAURANT AT THE END OF THE, UNIVERSE 

hysterical?"' ” arVelous: as huffior - veil, 

— Knight News Service 

"It’s lunacy, and an inspired bit of lunacy at that Reserve 

b y e 0U a r S?™ AT THE ” 0F ® ^^hTre'll 

— Newsday 

f art r f ading either book ---y° u “ill be hooked into 
a stream-consciousness brand of creative insanity 

rivaling Alice s Adventures in Wonderland’ for sheer chutzpah ” 
~_ios Angeles He raid -Examiner P 

Douglas Adams will be on tour in early October for the Pocket Books publication 
of THE RESTAURANT AT THE END OF THE UNIVERSE. He will also embark on a college 

lecture tour in early November. He won't panic, he'll bring a towel and he'll 
have the galaxy’s best travel guide. 



August 27, 1982 



NEWS FROM 

POCKET BOOKS 

contact: Carol Fass 

DOUGLAS ADAMS 212-496-7886 



Douglas Noel Adams was born in Cambridge in 1952, the son of a post 
graduate theology student and a nurse. He was educated at Brentwood in 
Essex and at Cambridge from which he graduated in 1974. While at Cam- 
bridge, he became an active member of The Footlights Club, known for its 
productions of comedy and satirical sketches, and for launching the ca- 
reers of such prominent people as Peter Cook, Dudley Moore, Jonathan Mil- 
ler, John Cleese, and Graham Chapman. 

During the 1970's, Adams collaborated with many talented writers with 
some of these connections coming from his success in Footlights. One of 
these was entitled Black Cinderella II Goes East with John Cleese and 
Peter Cook playing roles in the production. 

Another collaboration involved Graham Chapman of Monty Python fame 
who knew of Adams through the Footlights shows and asked Adams to team 
up with him on several writing projects. One of their joint ventures 
(which never came to fruition) was commissioned by Ringo Starr who wanted 
them to write an American TV special. Adams also collaborated with John 
Lloyd who later went on to produce the top-ranked British TV show Not 
The Nine O'clock News . He also became involved in the successful TV series 
Dr - who f or which he wrote several episodes. ( Dr. Who is now being shown 
in America through PBS). In addition to the episodes he wrote, Adams 
also became a script editor for the series. 



Throughout the 70's wile all this was happening, Adams had been struck 
with the idea of writing THE HITCHHIKER'S GUIDE TO I'THE GALAXY. The idea 
had come to him years before on a starry night in Innsbruck while he lay 
in a field. He had been travelling about Europe accompanied by his copy 
of The Hitchhiker's Guide to Europe when the idea came to him -- a science 
fiction comedy entitled THE HITCHHIKER'S GUIDE TO THE GALAXY which could 
satirize science fiction itself, politicians, bureaucrats, intellectuals, 
computers or anything else that might strike him about modern society. 



It took six years from that starry night for the BBC to give him 

--more-- 



Anne Maitland, Director of Publicity and Public Relations, 1230 Avenue of the Americas, New York, NA 10020 (212) 246-2121 



-- 2 -- 



the go-ahead and he wrote the first episode of HITCHHIKER. In March, 1978, 
the show began to air on BBC radio during an off-peak hour with no pub- 
licity. The volume of fan mail soon convinced the BBC that not only 
did they have a hit on their hands, but a cult was developing. The series 
became so popular that it had to be aired four more times. The popular- 
ity and demand for HITCHHIKER mushroomed into three books, a television 
series, two records and a stageshow. The response in America has been 
just as great with National Public Radio broadcasting the series twice, 
the PBS-TV airing of the series in the fall of 1982 (tentatively set for 
October 30), and the publication of the three books.* 

At present, Adams is working on several new books, a stage show, a 
feature film of HITCHHIKER, and a children's book. He lives in England. 

* ★ * 



THE HITCHHIKER'S GUIDE TO THE GALAXY (Crown, Pocket) 

THE RESTAURANT AT THE END OF THE UNIVERSE (Crown, Pocket : October , 1 982),. 
LIFE, THE UNIVERSE AND EVERYTHING (Crown: October, 1982; Pocket: 1983) 






Pocket Books 



Dear 



Years ago, Douglas Adams was lying in a field in Innsbruck. With him 
was a copy of The Hitchhiker's Guide to Europe . Says Adams, "I sort 
of laid down on the ground and stared up at the stars and it occurred 
to me then that somebody ought to write a hitchhiker's guide to the 
galaxy." Little did he know that in just a few short years these idle 
thoughts would eventually lead to the creation of a cult with millions 
of fans on both sides of the Atlantic. 

The "hitchhiker" phenomenon started out in England with Adams' 
immensely popular radio series, followed by two bestselling books, a 
BBC television series, two records and a stageshow. In each case, the 
public response was tremendous. For example, the radio series had to 
be aired four times! The books, THE HITCHHIKER'S GUIDE TO THE GALAXY 
and its sequel THE RESTAURANT AT THE END OF THE UNIVERSE were simultaneous- 
ly #1 and #2 on bestseller lists with HITCHHIKER remaining on the list 
for 56 weeks. The combined sales of the books were well over one 
million copies. 

And this popularity was not just confined to England. As we have 
seen with the Beatles, Monty Python , Dr. Who , Beyond The Fringe , and 
even "punk," popular British culture travel s we 1 I to the United States. 
Americans soon embraced the zany ideas of Douglas Adams with the same 
enthusiasm as the British. National Public Radio aired the series 
twice and PBS is about to air the BBC TV production beginning tentative- 
ly on October 30. Pocket Books published HITCHHIKER in 1981 and will 
publish RESTAURANT this October. Crown Publishers, which published 
both books in hardcover will publish the conclusion of the trilogy. 

Life, The Universe And Everything , this October with the paperback rights 
already sold to Pocket. Even the staid Wall Street Journal has taken 
note of this mushrooming cult. 

Who is the comic genius behind this incredible success story whose 
work has been called everything from "creative insanity"* to "inspired 
lunacy"?** The creator of this wild view of the universe is 30-year 
old Douglas Adams. While at Cambridge, he became involved in Footlights, 
the theatrical revue team which launched the careers of such prominent 
names as Peter Cook and John Cleese. After being recognized for his 
excellent work there, he began to contribute material .to radio and TV 
shows. Graham Chapman, of Monty Python fame was one of his col 1 aborators . 
One of their joint ventures (which never came to fruition) was commis- 
sioned by Ringo Starr who was interested in their writing an American 
TV special. Adams also collaborated with John Lloyd who later produced 
the top-ranked British TV show Not The Nine O'clock News . He has 
also been a script editor and writer for Dr. Who . 

On the eve of the PBS production of The Hitchhiker's Guide To The 
Galaxy, Douglas Adams will be in the United States. He will be 
in on and I hope that we will be able 

to set up an interview. You will find him one of the warmest and 
most hilarious interview subjects you've had in a long time. I'll call 
you soon about Douglas Adams. 



*L .A .Herald Examiner 



telephone: 212-496-7886 




Simon &SchusterBuiiding ** Washington P o s_t 



Publicist, Special Projects 



1230 Avenue of the Americas 
New York. NY 10020 



212 246 2121 



/ 



PocketBooks 



r* 






Memo to DIRECT SALES MANAGERS FromRICHARD ADAMONIS 



Date 9/29/82 



We ve all heard a lot about the excitement and publicity surrounding 
Douglas Adams * Hitchiker’s Guide to the Galaxy and Restaurant At the 

— 2J: the Universe , and we’ll continue to hear more of it. While 

most of this excitement had been generated by our Editorial and 
Publicity Departments, it’s time now for the Sales Department to 
generate some excitement of its own. 

all, it s been the sales of Hitchiker’s Guide to the Galaxy 
that have provided the basis for all this excitement. As a company ? 
we published Hitchiker’s Guide in October, 1981 with a mere 135,000 
copies. The reorder activity has been nothing short of phenomonal- — 
averaging over 16,000 copies per month, with only 20% returns. 
Considering the impact both the states of industry and our economy/ 
have had on recent reorder levels, to have a title such as this whose 
total reorders exceed^- indeed , almost double - ^— ini tial shipments 
represents a considerable achievement. 

And we fully expect the sale of Restaurant at the End of the Universe 
to carry on the banner of success^ With PBS^TV series, a new hardr 
cover called Life, the Universe, and Everything , Douglas Adams 
has terrific sales potential. 

For these reasons, we are happy to announce a new and innovative 
contest for both these titles. In the past, our contests depended 
solely on individual performance with little or no attention paid 

iften a team effort. At sales conferences 



the 


fact 


that 


sales 


wo 


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is 


we 


often 


hear 


talk o 


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who 


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the 


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get f o 


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• 





The winn 
over eac 
both tit 
very las 
the outc 
$ 100.00 



Each representative has been 
ipon their district. Your 



— 

ing region will be determined by averaging the percent increase 
h representative’s target. You must achieve your target on 
les. Everyone must work and strive for reorders until the 
t day, one representative’s lack of persistence could damage 
ome of the entire region. The winning region will earn 
per representative. 



Moreover, the representative whose efforts are judged to be the best 
nationally will recieve $200.00 for individual effort regardless of 
whether his or her region wins. 




Simon&Schuster Building 
1230 Avenue of the Americas 
New York, NY 10020 

212 245 6400 

A Division of Gulf & Western Corporation 






9/29/30 
- Page 2 









If the National winner is in the winning region he or she would receive 
a total payment of $300.00. 

One final note: If your Regional Sales Manager begins to sound like a 

poor imitation of Knute Rockne exhorting you to "win this one for the 
Gipper , it s only because he fears the possibility that the losing 

egional Sales Manager's and regions may be forced to eat quiche at 
Sales Conferences. 

It's up to you to prevent that tragedy!! 



Good Luck, 



cc: Regional Sales Managers 









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ADVENTURE 



review 



The Riddle of Master Lu 



mi t V..' 



Designed by Lee Sheldon & Francois Robiliard 
Published by Sanctuary Woods 
Platform DOS 



T ake a world-spanning adventure 
as Robert Ripley, of Ripley’s 
Believe it or Not! fame, in 
Sanctuary Woods’ The Riddle of Master 
Lu. Ripley is the struggling curator of his 
Hall of Oddities, which features such 
works of the weird as a likeness of the 
Mona Lisa rendered in tasty burnt toast. 
Master Lu puts Ripley on the trail of 
Master Lu, who was sent by the First 
Emperor of China, Chin Shih Huang-di, 
to find the elixir of life (ah, the old 
“Quest for the Holy Grail"). 

The plot in many ways resembles 
Raiders of the Lost Ark, as Ripley must 
beat out a group of Nazis and Japanese 
fascists who want to control the 
Emperor’s seal in order to use it to con- 
trol China. Lu holds the key to his tomb, 
and left bits and pieces of it around when 
searching for the elixir. Along the way, 
Ripley will find various artifacts and oddi- 
ties that will help to fund his hall and his 
travels. 

Despite the plot’s familiarity, the game 
feels fresh and well-paced (with one 
exception). By setting the game in various 
burial tombs and ancient dwellings, the 
designers have integrated the puzzles 
seamlessly into the design, rather than 
just tacking them on. Everything is in 
place to make this an instant classic in 
adventure gaming. 

Or maybe not. The character of 
Ripley is a bit of a problem because, in 
his dialogue, voicing, and appearance, he 
comes off as something of a dork (the 
voice acting throughout is only 
mediocre). He’s prone to making really 
pseudo-profound and corny statements 
like, after finding an ancient toy, “a child 
needs toys.” Since the game is taking 
some serious dramatic license with 
Ripley by turning him into Indiana Jones 
incarnate, perhaps they should’ve made 
him talk more like Indy, too. 

There’s one giant aberration awaiting 
the gamer though, and it’s the thing that 
every adventurer fears the most - the 
obnoxious MAZE! Yes, that’s right, there’s 
a giant maze in the game that nearly 
equals the world’s most irritating maze 
puzzle, the one found in Westwood's first 
Kyrandia game. It’s not the maze that’s 
obnoxious - it’s the fact that, when enter- 
ing each room, you have to pull various 
ropes to light up the next room. It’s not 
that difficult, but it’s somewhere beyond 
boring. It’s a real show-stopper, and with- 
out a map, the player may give up and put 
the game away (after completing it, Ripley 
even says, “Mazes. I hate mazes”). 



* * . -- 
A* 



$ m i m 

•* " | jgf 1 ‘ 



©®o 






The basket of severed heads hanging here should 
be enough to deter Ripley from stealing - try 
buying things with the local currency 




Small bits of video like this are used to show 
action or, as in this case, show the characters 
emotions and subtleties 




The Posh Express, Ripley’s home away from 
home. Send oddities back to NYC and/or book 
travel to far-off regions. Often the clerks will 
have objects and/or information Ripley needs 




Robert Ripley in the desert, in all of his dorky glory 



Which would be a tragedy, since the 
player has had to endure so many chal- 
lenging and clever puzzles up to that 
point. This is the finest puzzle game of 
the year, with some incredibly complex 
mechanical puzzles that actually work 
within the fiction of the game. Beyond 
the maze lies a clever bridge the player 
has to figure out how to cross, and 
there are others of note (one involving 
a series of monks is particularly 
rewarding). However, the drop dead 
toughest puzzle is the one in the 
Baron’s castle, where you have to get 
the cursed Romanov emerald. It’s devil- 
ishly difficult, and rivals the undisputed 
champion of adventure game puzzles, 
Steve Meretzky’s brilliant babel fish 
puzzle from The Hitchhiker’s Guide 
to the Galaxy. Unfortunately, this one 
offers less assistance than that blast 
from the past. 

Problems and all (when a game’s this 
good, the bad parts stand out even 
more), and considering this is Sanctuary 
Woods’ first in-house adventure, Master 
Lu is something of a revelation. If you 
compare the polish of this design to 
another first-time game such as Spectrum 
HoloByte's Star Trek: The Next 
Generation, there is no comparison. 
Unlike that game, this one features a 
unified look throughout, characters 
which are both well-developed in the fic- 
tion and well-represented on-screen 
(despite Ripley’s dorkiness, the use of 
video is superb - perhaps the most eco- 
nomical and intelligent use of it in an 
adventure game yet, as Steve Wartofsky 
said in our E3 Report a few issues back), 
and I was unable to find any gameplay- 
logic bugs at all (the game is somewhat 
picky about your system, and doesn’t 
like Windows 95 much at all). 

With The Riddle of Master Lu and 
Buried in Time vying for the title of 
“Best Adventure of 1 995,” it’s time to 
start talking about Sanctuary Woods with 
the same reverent tones usually 
reserved for the big two, LucasArts and 
Sierra. Master Lu is smart and funny 
and fiendishly clever, and signals a return 
to the classic adventure style everyone 
has seemingly abandoned in order to 
make bad movies. Let’s hope that it’s as 
big an economic success as it is an artis- 
tic one, so perhaps it will show compa- 
nies that this is the sort of game that 
gamers really want. 



Steve Bauman 



96 



Strategy Plus 



I. 







December 20, 1984 



Dear Hintbook Orderer, 

Hey, look. I could give you all kinds of reasons about why the Hitchhiker's 
In visi Clues booklet is delayed, but would that really matter to you? I mean, 
like, I could go on and on about how it's our longest hint booklet ever, and 
how it's more complicated to write than a thesis on matter transference 
beams, and how much pressure I've been under to get it done on time, and 
how I've been working around the dock, but that doesn't help you get the 
blasted babel fish, does it? 

So, I'm going to ignore all the advice from the police and from my doctors 
and tell you exactly why the hintbook is delayed. 

Things were on schedule into November; I was more than halfway through 
the first draft. I had a craving for pizza, 90 I went to the pizza joint ar- 
ound the corner. I would've left right away if I'd noticed that the guy be- 
hind the counter was actually an advance scout for invading aliens from 
Pluto. Anyway, by the time I escaped from the slave camp on Titan it was 
almost Thanksgiving,* as I had a devil of a time deciphering the controls on 
that Plutoid interplanetary scooter, and I was a little injured during the 
crash in Iceland. 

I've now got the first draft finished, despite the death threats from the car- 
tel of international conglomerates that control the invisible ink market. I'll 
finish polishing it as soon as I pay the Arcturian doctors enough invisible ink 
(a powerful narcotic on Arcturus) to perform the limb grafts. 

Expect your hintbook in February. I'll stake my life on it. 



Sincerely, 



World-reknowned Hintbook Author 



You may cancel your Hitchhiker's InvisiClues order by returning this section: 

QJ Bug off, cretins! I'd sooner try and take invisible ink from 
an Arcturian than let you incompetent twits have my money! 
Cancel my hint booklet order immediately. 

NAME: 

ADDRESS: 



ThvisiClues Hint Booklet for 
The Hitchhiker's Guide to the Galaxy 
Final Draft 
11/12/84 



[Sample question] 

How can I tell the difference between a Vogon and a pile of Fronurbi Fire 
Fungus? 

* You need a Fire Fungus meter. 

* You don't have a Fire Fungus meter. 

* So you can't. Remind me never to send you to the store for 



Fronurbdi Fire Fungus. 



TABLE OF CONTENTS 



On The Earth 

In The Dark 

Aboard the Vogon Ship 

Aboard the Heart of Gold 

On Traal 

On Damogran 

At The Party 

The Earth, Revisited 

The War Chamber and Maze 

Inside the Whale 

General Questions 

Maps 

How All the Points are Scored 
For Your Amusement 
Guide Entries 



Footnotes 



Page 3 



ON THE EARTH 

The map for this area of the game can be found on page N. 

How do I turn on the light after I wake up? 

* Have you tried TURN ON THE LIGHT? 

I can't reach anything from the bed! What to I do? 

* Maybe you should GET OUT OF THE BED. 

Why am I having trouble picking things up? 

* The room is spinning because you have a hangover. 

* There is ONE thing you can pick up. 

* The gown. 

How can I get out of the bedroom? 

* You keep bouncing off the doorframe because the the room is 
spinning from your hangover. 

* You '11 have to get rid of it. 

* See the previous question. 

* There's an aspirin in the pocket of the gown. 

* TAKE GOWN. PUT IT ON. OPEN THE POCKET. TAKE THE ANALGESIC. 
What will I need bo bring with me when I leave the bedroom? 

* As in most interactive fiction, it's always best to bring 
as much as the game will allow you to bring. 

Is the pile of mail important? 

* Have you read the mail? 

* Now you know what's going on outside the house. 

* Also, see the advice in the previous question. 

What's that bulldozer doing in front of my house? 



* The backstroke? 



Page 4 



* Sorry about that. Have you read the pile of mail on your Front 
Porch? 

* The bulldozer is there to knock down your house to make way 
for a new highway bypass. 

Is it important to stop my house from being destroyed? 

* If I owned a house, even a little ugly one like Arthur's, I'd 
want to keep it from getting destroyed. 

* If you stay in the house until the bulldozer demolishes it, you die. 

* If you are standing near the house when the bulldozer demolishes 
it, a brick hits you, and you die. 

* If you try to leave the vicinity of the house, it gets demolished, 
a brick hits you, and you die. 

* In other words, yes. 

How can I prevent my house from getting demolished? 

* There's a tried and true method for stopping bulldozers and 
other unwanted construction apparatus. 

* Have you ever tried calling the police from the phone in your 
bedroom? 

* In front of your house, have you ever tried to PROTEST or 
asked PROSSER, STOP THE BULLDOZER? 

* Have you ever tried to STAND IN FRONT OF THE BULLDOZER? 

* In case you haven't figured it out from these subtle dues, you 
want to LIE DOWN IN FRONT OF THE BULLDOZER. 

* Actually, because the authors are such swell and generous guys, BLOCK 
THE BULLDOZER, or STOP THE BULLDOZER, or even just LIE DOWN 



all work. 



Page 5 

* You'll note that you have to wait a few turns after you lie 
down before the bulldozer finally grinds to a halt. 

What should I do when Ford Prefect shows up? 

* If you take the towel that Ford is trying to give you, he'll 
walk away. 

* Standing up to follow him at this point is fatal. 

* Without Ford you'll never survive the upcoming destruction 
of the Earth. 

* Ford is oblivious to your problem with the demolition crew. 

If you wait a few turns, he will notice the bulldozer, and 
help you out. 

* If you want to save a few turns, rather than just waiting you can 
type FORD, WHAT ABOUT MY HOME? as soon as he arrives. 

Should I go with Ford to the Pub? 

* You'd better not stand up until Prosser is lying down in your 
place. 

* This will happen if you simply wait a few turns after Ford shows 
up. 

* At this point, you should listen to Ford and accompany him to 
the Pub. If you wait around where you are, you'll be sorry. 

Should I go with Ford to the Cinema? 

* According to the article on the back page of Prosser's copy of 
the Cottington Gazette, the Famous Scientist is a real movie 
buff. 

* The Cinema's double feature of "Citizen Kane" and "Earth vs. The 



Flying Saucers" sounds promising. 



Page 6 








* Remember the warning in the introduction. Don't let the presence 
or absence of questions influence your play, and don't assume that 
long answers are associated with important questions. 

What should I do in the Pub? 

* You came here because of Ford, right? 

* Why not do as he says? 

* Drink some beer. 

* Also, have you noticed the shelf of items behind the bar? 

How much beer should I drink? 

* Ford will keep urging you to drink beer until you've had enough. 

* If you've had less than three beers, the shock of the matter 
transference beam will kill you. 

* If you have more than three beers, you'll get drunk and end up 
partying through the end of the world. 

* In other words, you want to drink the beer three times. 

Is the jukebox important? 

* Try LISTEN TO THE JUKEBOX or LISTEN TO THE MUSIC. 

* The jukebox is not important from a puzzle-solving point of view. 
It's just for atmosphere. 

* This space intentionally left blank. 

* This space even more intentionally left blank. 

How can I buy beer? 

* You can't. 

* But so what? Ford buys some for you. 

How can I buy a packet of peanuts? 

* You can't. 



Page 7 



* At least, not when you're Arthur. 

How can I buy a cheese sandwich? 

* How about BUY A CHEESE SANDWICH. 

* Or, BARTENDER, GIVE ME A CHEESE SANDWICH. 

* Perhaps ASK BARTENDER FOR A SANDWICH is more up your alley. 
How can I buy some whiskey? 

* You can't. 

* There's no whiskey in the entire game, let alone in the Pub! 

* It's not a very good pub, is it? 

What should I do about the dog? 

* Have you examined the dog? 

* If you haven't figured it out, you'll find out more later. 

What should I do when my house is destroyed? 

* There's not much you can do about it. 

* You might return to Front of House to survey the rubble, or 
to have it out with Prosser. 

What should I do when the Vogon fleet arrives? 

* DON'T PANIC. 

* Read everything carefully. 

* Remember Ford's reason for drinking all that beer? 

* It has something to do with that small black device that 
Ford drops after the fleet arrives. 

* Have you tried picking it up? 

* Have you tried examining it? 

* You want to hitch a ride aboard one of the Vogon ships. 



* PUSH THE GREEN BUTTON. 



Page 8 



The Earth keeps getting destroyed by the Vogon fleet, and me along with it! 

* See the previous question. 

I died from shock during matter transference. What did I do wrong? 

* See the question about how much beer to drink. 



Page 9 



IN THE DARK 

Help! rm in the Dark and can't do anything! 

* If this "Dark" is at the very beginning of the game, before you've 
done anything, you're in the wrong place. Look at the first question 
in the first chapter of this booklet. 

* You've been through a matter transference beam, and you still 
haven't recovered from the shock of it. 

* Recovery takes time... 

* ...but in this case, you'll have to do more than just wait. 

Okay, just exactly how do I get out of this Dark? 

* Have patience. 

* Read carefully. 

* If you've waited a number of times, you'll begin to get some clues. 

* The first due comes the 18th time you've waited; three additional 
clues come every fifteen WAITS thereafter. 

* Try starting again and reading each response to WAITing in the Dark 
very carefully. 

* There's an important difference between the third and fourth 
responses. 

* You are no longer told that you can't smell anything. 

* Try SMELL THE DARKNESS or SMELL NOTHING or even just SMELL. 

What's the significance of this shadow I see moving around? 

* That's your way out of Dark. 

* You should EXAMINE THE SHADOW, or feel it, or smell it. 

Oh no! I'm in that blasted Dark AGAIN! 



Page 10 



* Unless you've been to the Vogon Hold, you're looking at the wrong 
question. 

* Okay, you've been through Dark at least once before, so you 
should know what's going on. 

* This time, though, it isn't smell that goes away on the fourth 
description. 

* It's hearing. 

* Try HEAR NOTHING or LISTEN TO DARKNESS. 

* "There is an exit to port." Try going that way. 

* Well, don't just give up. Be persistent. Try going PORT a few 
more times. 

* Perhaps AFT would be more productive, come to think of it. 

Please explain to me exactly how Dark works. 

* You enter Dark when the Earth is destroyed, and at various other 
points throughout the game. 

* Beginning with the fourth time that you read "There's nothing you 

can taste..." etc. (or some paraphrase of that paragraph), one of 
your five senses will, disappear. 

* At this point, you should type the sense that no longer appears, 
such as SMELL or SEE. 

* The first time you enter Dark, smell will go away. See the first 

question in this chapter. 

* The second time you enter Dark, hearing will go away. See the third 
question in this chapter. 

* On subsequent visits to Dark, the sense that disappears will be 

fairly random. See the following question for more details. 



Page 11 





Is there any way to control where I go when I leave Dark? 

* Not usually. 

* Don't continue until you have a cup of tea. 

* Don't continue until you actually have real tea, not merely 
Advanced Tea Substitute. 

* Have you ever examined the cup of tea? 

* This response indicates that the tea is a better source of Brownian 
Motion for the Improbability Drive set-up than the Advanced 

Tea Substitute (ATS). Try it. 

* Notice anything different about Dark when you use tea instead 
of ATS? 

* For one thing, a sense is missing right away, rather than 

after three WAITS. 

* More importantly, when you have used tea as a Brownian source, 
a different sense will be missing each time you WAIT. Thus, with 
tea, you can "control Dark." 

* There are a total of eight exits from Dark. Taste never goes 
away, so there are two Dark exits for each missing sense. 

* There is a way to differentiate between each pair. 

* For example, when feel is missing, and you type FEEL DARK, you will 
be told that it feels "warm and wet and squishy," in which case your 
current Dark exit is Inside the Sperm Whale. When the response is 

"cold and wet and squishy," then tasting the liquid will take you 
to the Living Room of the party. When you are controlling dark, and 
have determined your current exit as in the previous example. 



Page 12 



you don't want to go there, simply WAIT and you will be given a new 
missing sense and a corresponding new exit. NOTE: You will 
never get the whale exit unless you are using real tea for 
your Brownian Source. 

When smell disappears: If the object is "being waved under your nose" 
then the exit will be the Vogon Hold. If the object is "waving under 
your nose" the exit is the Lair of the Ravenous Bugblatter Beast 

TraaL 

When hearing is missing: If the sound of the star drive is 
"coming from far above you" then your exit would be Entry Bay 
Number Two of the Heart of Gold. If it is "coming from far 
below you" then your exit would be the War Chamber of the 
battle fleet. 

If seeing is the sense that goes away: When the light "stabs at the 
front of your eyes" then your exit is the Country Lane. When 
the light "stabs at the back of your eyes" then your exit 
is the Presidential Speedboat. 



Page 13 





ABOARD THE VOGON SHIP 

The map for this area of the game can be found on page N. 

Where the heck am I? 

* As your status line says, you are in the Vogon Hold. 

* ASK FORD ABOUT THE EARTH. 

* The Earth has been destroyed by the Vogon fleet. You and Ford 
have hitched a ride aboard one of the ships of the Vogon Fleet 
by using the electronic Sub-Etha signaling device, also known 

as a Thumb. 

How do I prevent myself from getting groggy and dying? 

* This is caused by your protein loss during the matter 
transference beams. 

* Do you have anything with a lot of protein in it? 

* It's something that Ford just gave you. 

* It's one of the primary ingredients of peanut butter and 
peanut brittle. 

* It's frequently found on shelves behind bars in Pubs. 

* EAT THE PEANUTS. (But I bet you already knew it anyway and were 
just exposing this last hint hoping for something funny.) 

What is that thing Ford hands me before he lies down for his nap? 

* That's the Hitchhiker's Guide to the Galaxy. 

* It's the single most useful thing an inter-galactic hitchhiker 
(or an Infocom game player) can have. 

* See the Hitchhiker's Guide question in the General Questions 
chapter for more information. 



How can I wake Ford? 



Page 14 



* Have you tried WAKE FORD? 

* You can't wake Ford. 

* You'll have to get the babel fish on your own. 

How can I get the atomic vector plotter out of the glass case? 

* There's a switch and a keyboard attached to the case. 

* If you haven't made a SAVE recently, now might be a good time. 

* Try typing something on the keyboard. If you wanted to type 
"hello" on the keyboard, the proper way would be to type 

TYPE "HELLO." 

* Well, perhaps that wasn't such a great idea. Maybe you should 
try flipping the switch. 

* If the recording that played was nothing but gibberish, you'll 
have to find some way to translate it. 

* See the question about the babel fish. 

* Once you have the babel fish, try flipping the switch again. 

* Now you know what you need to type. It's just a matter of waiting 
around to hear the captain's poetry reading. See the question about 
what's going on in the Captain's Quarters. 

What is the tall dispensing machine? 

* Examine it. 

Why does the dispensing machine go "click"? 

* It's out of fish. 

What is a babel fish? 

* Consult the Guide. 

How can I get a babel fish? 

* This puzzle has more dues than a Hitchhiker's Guide Mark IV has 



Page 15 






options. 

* Have you tried pressing the dispenser button? 

* You need to block the small hole. 

* I hope you're really not stuck here, because it only gets harder. 

* It has something to do with the hook above the hole. 

* You need to hang something on the hook. 

* Examine the gown. 

* Notice the loop? Hang the gown on the hook, then press the button 
again. 

* Well, you've made a little progress. Don't give up now. 

* You '11 have to block the drain. 

* There's only one thing large enough to completely cover the drain. 

* Cover the drain with the towel, then push the button again. 

* Oh, welL Forging ahead, you'll, have to block the tiny robot panel. 

* Standing or lying in front of the panel won't work. 

* You'll have to put some object in front of the panel. 

* If it isn't bulky enough, the cleaning robot dashes around it. 

* Examine all the objects around. 

* The satchel is bulky. Put it in front of the panel, then push the 
button again. 

* At this point, brave men have been known to break down and 

cry. 

* Read, very carefully, the paragraph when Ford goes to sleep. 

* Note that when you placed the satchel in front of the panel the 
response was "The satchel is now LYING ON ITS SIDE in front of 
the paneL" 



Page 16 





* The point of the two previous hints is: You can put an object on 
top of the satchel. 

* Put something on the satchel, then push the dispenser button again. 

* Notice that the upper-half-of-the-roo m cleaning robot just manages 
to catch the second item. 

* Perhaps if there were several items on the satchel, they would all 
fly in the air and confuse the flying robot. 

* Unfortunately, there's only room for one object on the satchel. 

* Do you have an object, or have you seen an object, that when flung 
into the air might act as many items? 

* Remember that when the upper-half-of-the-roo m cleaning robot grabbed 
the babel fish, before you put an object on the satchel, the text 

said that the fish was "the only flying junk" that the robot found. 

* Put the pile of junk mail on the satchel, then press the dispenser 
button again. 

* Voila! 

* This space intentionally left blank. 

* Incidentally, did you know that this is the longest question 
ever to appear in an InvisiClues hint booklet? 

* You see, the Kwimbucki of Zug Seven are avid interactive fiction 
fans, but they have one rather eccentric peculiarity. 

* They will not buy any work of interactive fiction unless its 
hint booklet has at least one question with over 35 hints. 

* This is the 35th hint. 

* Our marketing department will be happy to know that Zug Seven 
sales have just skyrocketed. 



Page 17 



What's that gibberish I keep hearing over the ship's intercom? 

* It's an announcement in Vogonese, a language not widely taught 
in the universities around Cottington. 

* If you want to understand the announcement, you'll have to discover 
some way to translate it. 

* See the questions about the babel fish. 

* The announcement will begin 18 turns after you enter the Vogon Hold, 
or 3 turns after you obtain the babel fish. 

Is there any way to stop the guards from dragging me to the Captain's 
Quarters? 

* No. 

* If you don't know why the guards are dragging you off, see the 
question about the gibberish from the intercom. 

* The guards will arrive 36 turns after you arrive in the Vogon Hold, 
or 5 turns after you obtain a babel fish. 

What's going on here in the Captain's Quarters? 

* Don't go on unless you've translated the garbled announcement. 

* Don't go on until you've figured out what's going on with the 
glass case and switch and keyboard. 

* You are at a Vogon Poetry Appreciation Session. The Vogon Captain is 
about to read you his favourite poem. The Guide's entry on Vogon 
Poetry makes clear that this is extremely nasty. 

* Because you have already flipped the switch on the glass case and 
listened to the recording, you know that you'll have to listen to 
the second verse of the poem in carder to get the atomic vector 
plotter. 



Page 18 



* This poetry is painfully awful. Have you tried STOP THE POETRY 
or COVER MY EARS or DON'T LISTEN TO THE VOGON POETRY? 

* "Why not relax and enjoy it?" 

* When he finishes the first verse, the Captain says "You didn't 
look like you enjoyed my poetry at alll" and then proceeds to 
have you thrown into space. 

* You want to ENJOY THE POETRY, any time between when the Captain 
begins the poetry reading and when he completes the end of the 

first verse. If you do so, the Captain will continue on and read 
the second verse. 

* Now that you've heard the glass case's recording AND the second 
verse of the poem, you know what to type on the keyboard in order 
to acquire the atomic vector plotter. (You'll have to wait until 

the guards drag you back into the Vogon Hold, of course.) 

* For example, if the recording asked you to type the second word 
from the second verse, and the second word of the second verse 
was "lyshus," you should type TYPE "LYSHUS" when you get back 
to the Vogon Hold. NOTE: Each time you pLay the game, the 
lines of the verse come in different orders. Similarly, the 

glass case's recording asks for a different number word each 
time you play. 

How can I prevent the guards from throwing us in the airlock? 

* There's no way to prevent this. 

* No matter what you do, you'll eventually end up getting spaced. 

* However, you should make sure that you've accomplished everything 
that needs to be accomplished aboard the Vogon ship before this 



Page 19 



occurs. 

* Your main goal aboard the Vogon ship is obtaining the atomic 
vector plotter. 

Is there any way to survive getting blown out of the Airlock? 

* Yes. In fact, there's no way to NOT survive it. 

* If you just wait, you'll be blown into space and find yourself 

in the Dark again. 

* Try examining the Thumb while in the Airlock. 

* Apparently, there's another spaceship nearby. Try hitchhiking 
by pressing the green button. 

* This sends you through a matter transference beam, and you find 
yourself in the Dark again. 

* Both methods of "surviving" the Airlock are equivalent. 



Page 20 



ABOARD THE HEART OF GOLD 

The map for this area of the game can be found on page N. 

I've just arrived in Entry Bay Number Two. Where am I? What's going on? 

* Listen to Ford. 

* Read the sales brochure that's lying on the ground. 

* You've just been picked up by a fantastic new spaceship powered 
by something called an infinite Improbability Drive. You might 
want to find out more about it. 

Who are those people on the Bridge? 

* If you stick around until everyone enters the sauna, and pay 
attention to what everyone is saying, you'll find out. 

* The woman is Tricia MacMillan, also known as Trillian. She is an 
Earthwoman whom you met at a party in Islington not too long 
ago, at which time you totally failed to impress her. She 
eventually left the party with some guy named Phil...who is, 
you realize, the two-headed man standing next to her. 

* The man is Zaphod Beeblebrox, current President of the Galaxy, 
who has stolen this revolutionary new Infinite Improbability 
Drive-powered spaceship in order to locate the legendary lost 
planet of Magrathea. Zaphod and Ford know each other. 

* That you should be picked up in the vast emptiness of space by a 
ship inhabited by an acquaintance from your now-destroyed native 
planet as well as your travelling companion's semi-cousin, can only 
be considered highly improbable. But then, with Infinite 
Improbability Drives at work, the infinitely improbable is not only 
possible but quite likely. 



Page 21 



r 



How can I enter the sauna? 

* From the Bridge, head to port. 

* There is no way to actually STAY in the sauna. 

* Therefore, once Ford, Zaphod, and Trillian enter the sauna, 
they will be effectively inaccessible to you for the remainder 
of the game. 

Is Eddie (the shipboard computer) important? 

* Without Eddie, who would make all those fun announcements? 

* Eddie is the only one who can turn on the main drive. 

* But he won't obey your order to do that, only Zaphod 's. 

* Eddie's help is indirectly necessary to obtain a cup of tea. 

* But in terms of solving puzzles, you can basically ignore Eddie. 

Are the controls on the Bridge important? 

* Have you examined them? 

* The large receptacle is important. 

* Don't go on until, you've figured out how to set up and use 
the spare Improbability Drive. 

* I mean it! Don't go any further unless you've figured out the 
spare Improbability Drive. 

* The large plug from the spare Drive can be plugged into 
the large receptacle. 

* But that isn't necessarily the right thing to do. 

* In fact, when you plug in the spare Drive at the wrong time, 
Eddie warns you that it's only for emergencies. 

* Notice that when you use the drive while it's plugged into 
the large receptacle, both the large receptacle and the 



Page 23 



Is the Pan-Galactic Gargle Blaster useful? 

* Don't go on until you're actually holding the Gargle Blaster. 

* Have you tried drinking it or examining it? 

* Have you read the Guide entry on Pan- Galactic Gargle Blasters? 

* Read carefully what Zaphod says when he notices that his 
Gargle Blaster is missing. 

* There is absolutely no way that you can be holding a Gargle 
Blaster. The Nutrimat gives them only to Zaphod. You should 
never have developed this question. 

3s the cup of nectar useful? 

* Have you ever heard the expression "nectar of the gods"? 

* Have you ever tried boiling water at very high altitudes? 

* Have you ever seen the 1993 remake of "Citizen Kane" starring 

Sly Stallone as Charles Foster Kane? 

* Have you ever felt like you developed hints that you shouldn't have? 
Is the cup of tea important? 

* Don't go on unless you actually have the cup of tea. 

* Don't go on unless this cup of tea is REAL tea, not just 
Advanced Tea Substitute. 

* Have you ever examined the tea? 

* Because it has even more Brownian Motion than the ATS, it will 
make a better source of it for the spare Improbability Drive. 

Try it. 

* See the question about controlling where you go when you leave Dark. 
(Tt's in the chapter called "In the Dark".) 

What's the story with the circuit board in the Nutrimat? 



Page 24 



* You can remove it from the Nutrimat. 

* Have you examined it? 

* You can flip any of the eight dipswitches. 

* You can even flip them while the circuit board is still in 
the Nutrimat. 

* Have you noticed the message in tiny letters on the board? 

* There IS a way to read that message. 

* Don't go on until you've been on Damogran. 

* Don't go on until you've opened the toolbox. 

* READ THE MESSAGE THROUGH THE MAGNIFYING GLASS. 



Is the shipping carton important? 

* Try examining or reading it. 

* Have you opened the carton? 

* The Sirius Cybernetics Corporation has apparently screwed up 
(a common occurrence) and put the wrong item inside the 
shipping carton. 

* You'll be able to find the Nutri mat/Computer Interface elsewhere 
in the game. 

Is the strange gun important? 

* Have you examined or read it? 

* Don't go on unless you've been in the Lair. 

* Have you tried shooting the gun at the Beast? 

* Have you tried it several times? 

* The gun is completely worthless, useless, and unimportant. 

Is it possible to enter the drive chamber, that is, to go aft from 



Page 25 



Corridor, Aft End? 

* Yes, but not without a fight. 

* You'll have to argue with the game for a few turns. 

* Usually, YES or NO responses are sufficient. 

* The proper sequence, from the Corridor, Aft End is 

aft.yes.yes.aft.no. 

* However, there's more. See the next question... 

Is there anything important in the Engine Room? 

* Have you gotten into the Engine Room? If not, you should do 
so before looking at the next hint. 

* The game claims that there's nothing interesting there. 

* However, after losing that argument with you, the game is probably 
a bit peeved and is acting petulant. 

* You'll have bo be persistent if you want to found out what's in 
the Engine Room. 

* Type LOOK three times. The game will then give in and describe 
the room and the stuff there. 

Is the spare Infinite Improbability Drive important? 

* Read the Guide entry on Improbability Physics. 

* You'll need the atomic vector plotter from the Vogon Hold. If 
you never got it while you were aboard the Vogon ship, you'll 
have to start the game over or go back to a saved position. 

* You'll also need a good source of Brownian Motion. 

* Consult the Hitchhiker's Guide about Brownian Motion. 

* Have you seen any hot liquids? 

* You'll need the cup of Advanced Tea Substitute, which you can 



Page 26 



get from the Nutrimat in the Galley. 

* Now that you have all three items (spare Drive, plotter, and 
cup of ATS) you should be able to figure out how to hook them 
together. 

* Examine all three items. 

* You want to plug the small plug (from the drive) into the 

small receptacle (in the atomic vector plotter). Also, you 
want to put the plotter's long dangly bit into the cup of ATS. 

* That still leaves the drive's large plug unattached. See the 
question about the controls on the Bridge. 

How can I get past the screening door in the Corridor, Aft End? 

* This is a very difficult problem. 

* Furthermore, you won't be able to tackle it until you're pretty 
far into the game. Don't let it worry you until you get up around 
200 points. 

* Don't develop any further unless you've gotten the cup of tea 
(real tea, not Advanced Tea Substitute). 

* Don't go any further unless you've been in the Maze. 

* Presumably you've tried OPEN THE DOOR. 

* You have to show an example of your intelligence to the screening 
door. 

* Read the Guide entry on INTELLIGENCE. 

* Can you think of anything contradictory that you could have or do? 

* To show your intelligence, there are two specific items 
that you must be holding at the same time. 

* Have you noticed what happens when you take or drop the (real) tea? 



Page 27 



* To prove your intelligence to the door, you must be holding TEA and 
NO TEA at the same time. 

* Try going back to the beginning of the game and taking or dropping 
NO TEA. 

* Does the response to that ring any bells? 

* Have you ever read or examined the black particle in the Maze? 

* Do you know where you are when you are in the Maze? If not, see 

the questions on the Maze. 

* The Maze is your own brain, and the particle is your common 
sense. Once you have removed the particle, you will no longer 
be fettered by common sense... 

* ...and can take NO TEA. 

* Spelling it out step by step: First, acquire a cup of tea. Then 

get rid of the common sense particle in the Maze. TAKE TEA THEN 
TAKE NO TEA. Finally, show the tea and then the no tea to the 
screening door. Or, you could save time on the last step and just 
KNOCK ON THE DOOR while holding the two items. 

* Did you die upon passing through the screening door? It's because 
Marvin lives in the room beyond the door, and his awesome depression 
pervades the place. 

* You'll have to make yourself very happy before entering. 

* Have you ever done anything that made you very happy and contented? 

* Drink the cup of tea before you enter. 

Is Marvin important? 

* Yes, but not right away. 

* Until a point, he won't do anything you tell him to do. 



Page 28 



* After that point, he'll grudgingly consent to ONE task. 

* Have you ever followed Marvin when he appears around the Heart 
of Gold? 

* He always disappears through a certain door. 

* Before Marvin will perform his one task, you must get past the 
screening door near the aft end of the corridor. 

* Don't go on until you've been in Marvin's Pantry. 

* Congratulations. You've now impressed Marvin enough for him to 
listen bo one request from you. Do you have any idea what order 
to give him? 

* What puzzles or obstacles still remain that he might help with? 

* Try examining the mechanism in the Access Space. 

* If you've ever seen the fruit, eating it would provide a big hint. 

* You want to order Marvin to open the hatch (as in MARVIN, OPEN 
THE HATCH). See the question about opening the hatch for more 
information. 

Is the Access Space important? 

* It houses the mechanism that opens and closes the hatch. Have 
you ever examined the mechanism? 

* See the next question. 

How can I open the hatch? 

* Have you tried OPEN THE HATCH? 

* If sirens and lights went off when you tried to open the hatch, 

then the ship is still in space. You can't open the hatch while 
the ship is in space, of course. Don't go on to the next hint 



Page 29 



until the ship has landed. 

Do you remember an announcement when the Heart of Gold landed on 
Magrathea? 

Eddie (the shipboard computer) is jamming the hatch to prevent 
anyone from leaving the ship until he's checked to make sure 
the environment is safe. 

If you wait the 17 years such a check will take, you'll probably 
die of boredom. 

You'll have to figure out how to override Eddie's wishes by 
fixing the hatchway mechanism in the Access Space. 

You don't have the necessary intelligence for the task. 

Someone else does. 

Marvin. See the question about Marvin to figure out how to get him 
to open the hatch. 

Once Marvin has agreed to open the hatch, he tells you to meet 
him in the Access Space in twelve turns. Make sure you're on hand 
for that meeting. (Hell hath no depression like a paranoid 
android scorned.) 

Marvin will ask you for the tool he needs to fix the mechanism. 

You must give him the proper tool or you've blown your one chance 
to get the hatchway open. 

There are a total of ten tools scattered throughout the game. For a 
complete list of them, see the quesion about the tools in the General 
Questions chapter. 

Even if you've collected all ten tools, you can only carry one at a 
time into the Access Space... 



Page 30 



* ...and you don't have time to go out and get a different one before 
Marvin gives up and leaves... 

* ...and the chance of you bringing in the correct tool is very low. 

* In fact, Marvin will NEVER ask for the tool you happen to be holding. 

* There's a way to figure out in advance what tool Marvin will ask you 
for. 

* See the question about the fluff. 

» 

* Don't go on until you've seen the fruit. 

* Eat the fruit. 

* The glimpse of the future provided by the fruit tells you what tool 
to bring into the Access Space. 

* If you meet Marvin there and give him that tool when he asks for it, 
he will fix the mechanism and open the hatch. 

* You're now awesomely close to the end of the game. 

* Go down through the hatch. 

* Start waiting for the next exciting Hitchhiker's game. 

Help! The Heart of Gold is being attacked by nuclear missiles! 

* This is a good point for a SAVE. 

* The computer is helpless because you've tied it up with the 
Nutrimat interface. 

* You'll have to save the ship yourself. 

* The computer is tied up, so it can't turn on the main Drive 
during this emergency. 

* There's a spare Drive for use during emergencies. 

* Turn on the spare Drive. 

* That didn't work? Have you examined the spare Drive and the control 



Page 31 



console on the Bridge? 

* If there are fused spots where the large plug and large receptacle 
used bo be, you plugged the drive in at the wrong time. 

* Note that when the spare Drive is NOT connected to the control 
console and you turn it on, the effect is always directed at 

you personally. When the spare Drive IS connected bo the control 
console, activating it has an effect on the entire ship. 

* Turning on the spare Drive while it's plugged into the control 
console destroys the large plug and large receptacle, so you can only 
do it once during the game. The one time you want to activate the 

drive while plugged into the control console is during the missile 



attack. 



Page 32 



ON TRAAL 

The map for this area of the game can be found on page N. 

Is it possible to enter the room that lies southwest from the Lair? 

* Yes. 

* Figuring out how to subdue the Beast would help. 

How can I stop the Ravenous Bugblatter Beast of Traal from killing me? 

* The Beast will devour you about five turns after you pop up 
in its Lair. 

* Leaving the room (EAST) will buy you some time. 

* Have you read the Guide entry on the Ravenous Bugblatter Beast 
of Traal? 

* You must find a way to prevent yourself from seeing the Beast. The 
Beast will then decide that since you can't see it, it can't see you! 

* Closing your eyes isn't obvious enough for the Beast to notice. 

* You have to cover your head with something. 

* It's something important, which no interstellar hitchhiker should 
ever be without. 

* The towel. COVER MY HEAD WITH THE TOWEL or PUT THE TOWEL 
OVER MY EYES 

or WRAP THE TOWEL AROUND MY HEAD or, well, you get the idea. 

* Unfortunately, you can't move around very well with a towel over 
your eyes. Furthermore, as you may have already noticed, this method 
is also only temporarily effective. 

Why does the beast ask me to say my name? 

* A good question. Have you tried figuring out the answer yourself? 

* Have you been in the Beast's Outer Lair? 



Page 33 



* Have you ever tried saying your name as the Beast demands? 

* There are at least a dozen ways to say your name: SAY MY NAME or 

SAY 

"ARTHUR DENT" or SAY "MY NAME IS ARTHUR DENT" or SAY "I AM 
ARTHUR 

DENT" or TELL THE BEAST MY NAME or TELL MY NAME TO THE 
BEAST. YOU 

could also say BEAST, MY NAME IS ARTHUR DENT or BEAST, I'M 
ARTHUR 

DENT. There are some others but you've probably got the general idea 
by now. 

* You have to give your correct name to the Beast, or (in a rare moment 
of Bugblatter Beast perceptivity) it will be able to tell that you're 
lying, m addition, you can't tell the Beast your name if the Beast 
20thinks it can't see you. 

* The Beast's response when you told it your name should provide an 
additional hint toward why the Beast wants to know your name, and 
how to solve this entire Traal puzzle. 

* Still stuck? Go on to the next question. 

What is the significance of the sandstone memorial? 

* Have you figured out why the Beast wants to know your name? 

* The Beast wants to carve your name in this, his memorial of 
remembrance, after he has devoured you. 

* Have you figured out how to stop the Beast from attacking you, 
at least on a temporary basis? 

* Don't go on until you have figured out how to convince the Beast 



Page 34 



that it can't see you. 

* There's a way to confuse the Beast... 

* ...into thinking that it has already eaten you. 

* You want to carve your name in the memorial, as in CARVE MY NAME 
ON THE SANDSTONE MEMORIAL. 

* Of course, you'H need something to carve with. 

* It's not any of the tools. 

* It's something found on TraaL 

* Use one of the sharp stones that are lying on the ground. 

* You won't be able to dg, it until you've told the Beast your name 

and covered your head with the towel. 

* It is now safe to remove the towel from your head, and to go 
southwest from the Lair. 

Are the tall walls around the courtyard important? 

* If you could dlimb them, you might be able to escape the Beast. 

* If you could collapse them onto the Beast, that just might 
do it in. 

* If you could transmute them into steaming mounds of Qurmeesian 
Mega- Rhino flank steaks, the Beast might start in on those and 
ignore your few measly pounds of stringy flesh. 

* Unfortunately, you can't do any of the above. 

Are the bleached bones important? 

* Don't go on until you've found the black paint. 

* Have you tried painting the bones with the paint? 

* Where does the Beast go when he sees the black bones? 

* Black paint? Remember the warning in the introduction! Developing 



Page 35 



the hints to random questions will spoil the game for you. Stick 
to just those points where you're stuck. 

Are the sharp stones important? 

* Yes. 

* Have you examined them? 

* See the question about the sandstone memorial. 

What is the point of this whole Traal scene? 

* First you'll have to figure out how to "neutralize" the Beast. 

* Don't go on until the Beast is sleeping. 

* Have you been in the Inner Lair? 

* Go southwest from the Lair. 

* The entire point of this scene is to get that Nutri mat/Computer 
Interface. 

* You have a limited number of moves to get the interface, after the 
Beast falls asleep and before the Fronurbdian Beasthunters arrive. 



Page 36 



ON DAMOGRAN 

The map for this area of the game can be found on page N. 

Who am I? 

* Ask the gam el (Type WHO AM I?) 

Where am I? 

* You're on Damogran. If you'd like to know more about it, 

consult the Hitchhiker's Guide. 

How can I open the toolbox? 

* Have you tried OPEN THE TOOLBOX? 

* Since it's locked, you'll need to find a key. 

* Try typing WHERE IS THE KEY while on the speedboat. 

* There aren't a lot of hiding places around the boat. 

* SEARCH THE PILOT SEAT or LOOK UNDER THE CUSHION. 
How can I stop myself from cracking up against the rocks? 

* Have you tried to EXAMINE THE CONTROLS? 

* Try PUSH THE AUTOPILOT BUTTON. 

* The autopilot doesn't seem concerned about your situation, since 

it just takes a look around and then shuts itself off. 

* You need to give the autopilot 9ome impetus to go to work. 

* Instead of steering toward the channel, try steering toward 

the cliff or the rocky spire. 

* After three turns of heading toward an obstacle, the autopilot 
will kick on and navigate you safely to your destination. 

What should I do when the boat docks? 

* Leave the boat. Type NORTH or LEAVE THE BOAT. 

What should I do when I reach the Dais? 



Page 37 



* You're here for the dedication ceremonies of the Heart of Gold. You 
obviously have the crowd eating out of your hands. 

* You might try smiling, or waving, or making a speech. 

* Mainly, though, you just need to wait until Trillian shows up. 

WHAT DO I DO ABOUT THE GUARDS? 

* Don't go on unless you're on the Dais and Trillian is there. 

* Trillian isn't really attacking you. It's just part of your 
plan to steal the Heart of Gold. 

* The guards don't know that you're planning to steal, the Heart 
of Gold, so they're on your side. 

* You're President of the Galaxy! The guards will probably listen to 
your orders. 

* You should say GUARDS, DON'T SHOOT or GUARDS, DROP THE 
PHOTON RIFLES. 

* If you're still having troubles with the guards, see the next 
question. 

Is there any way to enter the Heart of Gold from the Dais? 

* Until Trillian shows up, the game won't even let you try. 

* After Trillian shows up, attempting to enter the Heart of Gold 
is deadly. 

* Don't go on unless you've disarmed the guards (see the 
previous question). 

* This isn't helpful all by itself, since the guards pick up their 
rifles and still shoot you if you break for the ship. 

* You have to figure out a way to get rid of the guards or the 
rifles permanently. 



Page 38 



The guards win NOT leave the scene, no matter what you do. 
Trying to shoot the guards doesn't work either. 

There is, however, a way to dispose of the rifles. 

Take the blaster from Trillian and shoot the rifles. Alter natively 
you can just ASK TRILLIAN TO SHOOT THE PILE OF RIFLES. 
Once you've destroyed the rifles it's safe to enter the ship. 

the point of the whole Damogran scene? 

Don't go on until you ended the scene by successfully entering 
the Heart of Gold. (Tf you were killed by the guards while 
attempting to enter, you did NOT enter "successfully.") 

Have you opened the toolbox? 

If you've opened the toolbox, then you've certainly found both the 
seat cushion fluff and the laser-assisted monkey wrench. Getting 
these two items are the ultimate goal of the Damogran scene. 



Page 39 



AT THE PARTY 

The map for this area of the game can be found on page N. 

Who am I? 

* Ask the game. (Type WHO AM I?) 

Where am I? 

* Remember what happened when you first reached the Bridge of the 
Heart of Gold? 

* This is the Party where Arthur Dent tried to pick up Tricia 
MacMillan (but, you'll recall, failed completely). 

* Thanks to the wild vagaries of Improbability Physics, you have not 
only travelled back in time, you have changed your identity as well. 

What should I do about Phil? 

* If you try to talk to Phil, he doesn't notice, and invariably 
leaves the room. 

* Have you examined him? 

* The draped cage on his shoulder does NOT contain a bird. 

* The cage is hiding Phil's second head. 

* Phil is actually Zaphod Beeblebrox in disguise. He has undoubtedly 
dropped by this Islington party as part of some interstellar 
party-crashing hop. 

* If you recall from the events on the Bridge of the Heart of Gold, 
you (Trillian) eventually left ... er, will leave ... the party with 
Zaphod/Phil. 

* But that won't happen until you do something else. See the question 
about the point of the party scene. 

What should I do about Arthur? 



Page 40 



* Arthur keeps trying to start a conversation with you, but he's 
too shy and embarrassed. If you try to talk to him, he finds your 
tone rather cool, and moves away. 

* Have you examined him? 

* Notice the fluff? 

* If you take the fluff from his jacket, it will "break the ice" 
and Arthur will begin jabbering. 

* You may have already noticed that you can't take the fluff until 

you drop one of the other things you're carrying (handbag, wine, 
hors d'oeuvres). You can't hold more than three things while 

you're 

at the party. 

What should I do about the hostess? 

* You're usually able to avoid her. 

* If you try to talk to her, you'll learn the meaning of the 
phrase "bored to death." 

* 

* If you drop your glass of wine, your handbag, or your plate of 
hors d'oeuvres, the hostess will come over and pester you about 
it. She won't leave you alone until you take the item that you 
dropped. 

How can I leave the apartment? 

* Try going south from the Living Room. 

* Dying will get you back to Dark... 

* There is a way to leave the apartment, but you'll have to solve 
a puzzle first. See the next question. 

What is the point of the party scene? 



Page 41 



* There's an item at the party that you have to get back to the Heart 
of Gold. 

* That item is the unsightly piece of jacket fluff. 

* Read all the previous questions in this chapter of the hint booklet. 

* You want to get "picked up" by Phil. However, he won't take any 
notice of you until you take the fluff and get Arthur talking 

to you. 

* In order to take the fluff, though, you'll have to drop something. 

This will cause the hostess to start hovering around you. Phil is 
much too smart to approach you when you're with the hostess. 

* So, to get Phil to come over, you'll have to take the item that the 
hostess keeps offering you. To do so, you'll have to drop something, 
and the piece of fluff is the only thing you have that you can drop 
without setting off the hostess again. 

* There IS a way to stop holding the fluff WITHOUT dropping it. 

* Look at what you're carrying again. 

* You can put the fluff in your handbag. 

* Naturally, the fluff is "still" in the handbag when you eventually 
get back to the Heart of Gold. You need only go to the Bridge, or 
wherever you left the handbag, open it, and take the jacket fluff. 

* If you're still confused, one sequence of moves that will "solve" 

the party scene is: EXAMINE ARTHUR.DROP THE WINE. TAKE THE 

JACKET 

FLUFF. OPEN THE HANDBAG. PUT THE FLUFF IN THE HANDBAG. TAKE 
THE WINE. 

Then just WAIT until Phil comes up and escorts you away. You will 



Page 42 



end up in Dark. 



Page 43 



THE EARTH, REVISITED 

The map for this area of the game can be found on page N. 

Who am I? 

* Ask the game. (Type WHO AM I?) 

Where should I go? 

* You are reliving the last few minutes before the destruction 
of the Earth... 

* ...this time as Ford Prefect rather than Arthur Dent. 

* The Improbability Drive has sent you back in time and has also 
changed your identity. 

* You want to do what Ford did when you were Arthur. 

* Go north to Front of House. 

What should I do about that feeling of uneasiness? 

* Have you tried waiting a few turns? 

* Obviously, you're doing the wrong thing. 

* You shouldn't be in the Pub at this point. 

* See the previous question. 

What should I do about Arthur? 

* According to the introductory text for this scene, why did you 
come here? 

* What did Ford do at this point when you were Arthur? 

* Try to give the towel to Arthur. 

* The towel is inside your satchel. 

What should I do about Prosser? 

* Don't go on until you've done the step called for by the previous 
question. 



* You want Arthur to come with you to the Pub. 

* If you recall from when you were Arthur, it would mean the 



Page 44 



destruction of Arthur's house if he stood up at this point. 

* He won't stand up until you've safeguarded his house. 

* You have to talk to Prosser. 

* But he can't hear you from here. 

* So you have to APPROACH PROSSER or WALK AROUND THE 
BULLDOZER. 

Now you can talk to him. 

* You want him to lie down in front of the bulldozer. 

* Try PROSSER, LIE DOWN IN FRONT OF THE BULLDOZER. 

* Arthur is now willing to follow you to the Pub. 

What should I do in the Pub? 

* Unless Arthur is with you, you are here prematurely. 

* Once again, think back to what Ford did when you were Arthur. 

* The first thing to do is BUY SOME BEER. 

* Then DRINK THE BEER. Arthur will follow your example. You need 
to do this twice. 

* You can BUY SOME PEANUTS, but it isn't necessary to do so. 

* When Arthur's house is destroyed, he will rush out of the Pub. 

It would be a good idea to stay with him. 

What should I do about the dog? 

* There's not much you can do about the dog at this point. 

* You may find out more about the dog later. 

What's the point of this second Earth scene? 

* You learn a lot about Ford's motivations, thus making for a more 



Page 45 



cohesive, internally consistent story line. 

* Oh, right. You're more interested in puzzle solutions. The entire 
point of this scene is acquiring one particular item for use on the 
Heart of Gold. 

* It's in the satchel. 

* It's the satchel fluff. 

* There's a way to transfer it to something, other than the satchel, so 
that it will be accessible when you get back to the Heart of Gold. 

* That something is Arthur Dent. 

* Give the fluff to Arthur. 

* This is a rather weird action, and Arthur won't accept the fluff 
until he's had enough beer. 

* After Arthur runs back to his house/rubble, follow him and give 
him the fluff. He'll accept it at this point and put it in his 
pocket. Then just wait for events to run their course, and you'll 
soon find yourself back in Dark. When you get back to the Heart of 
Gold, the satchel fluff should be in the pocket of your gown. 



Page 46 



THE WAR CHAMBER AND THE MAZE 

The map for this area of the game can be found on page N. 

What's going on in the War Chamber? 

* Have you tried listening to the conversation? 

* Have you examined the approaching star system? 

* Do you remember the long piece of text that appeared when 
your careless words set off an interstellar war? 

* Those two warring races have now set off on a quest for 
vengeance against the world (Earth) that spawned the person 
(you) whose remark set off their war. 

How can I get the awl out of the War Chamber? 

* Just TAKE AWL! 

* Then just solve the puzzle involving the giant dog. 

How can I prevent being swallowed by that giant dog? 

* The dog really isn't a giant dog. 

* It's a normal-sized dog. The spaceship you're aboard is 
microscopic. 

* Have you seen a dog anywhere else? 

* This is the very same dog you ran into in the Country Lane 
back at the beginning of the game. 

* The dog swallows the space fleet for one particular reason. 

* If you examined the dog back at the beginning of the game, 
you would have noticed that it was very hungry. 

* You need to feed the dog back at the beginning of the game. 

* If you want to avoid starting over from the beginning, there's 
another way to feed the dog. 







Page 47 



* You must become Ford Prefect first. 

* During the scene where you're Ford, buy a sandwich then give 
the sandwich to Arthur. When Arthur dashes out of the Pub, he'll 
feed the sandwich to the dog. 

* Once the dog has been fed, you can survive the War Chamber scene, 
and go on to the Maze. 

Where is this Maze? 

* Synapses? Gray Matter? 

* Remember you were just teleported over from a microscopic 
space fleet... 

* ...so you must be microscopic-sized yourself. 

* You're inside a brain. 

* Ah, but whose brain? 

* Remember, the Vl'Hurgs and G'Gugvunts were teleporting you back to 
the Heart of Gold. 

* You are, improbably enough, inside your own brain! 

Can the Maze be mapped? 

* The usual way of mapping a maze in this sort of game is to drop 
one object in each room of the maze. That way, when you return 
to the room, the game will mention that "there is a (whatever) 
here," and the rooms will no longer look exactly alike. 

* However, that method doesn't work in this Maze, since anything you 
drop just sails away and vanishes. 

* The Maze is totally unmappable. 

* In fact, the directions you can go in the Maze on any given turn are 
totally random, 90 it makes absolutely no difference what direction 



Page 48 



you try to move in. 

* The third time you successfully move to a new Maze room (as opposed 
to being blocked by a synaptic discharge) you'll run across the 

black particle. 

* If you ignore the particle, you'll run across it again 14 successful 
movements later, and then again after another 19. 

What's this black particle? What should I do about it? 

* Have you read the markings on the particle? 

* The particle is your own common sense! 

* You have an opportunity here to remove your own common sense. 

* Does that ring a bell? 

* See the question about no tea in the General Questions chapter. 

* Taking the particle also has the beneficial side effect 
of getting you out of the Maze. 

What's the point of the War Chamber and Maze scene? 

* You should be able to figure it out for yourself. 

* Do you know the answers to all the other questions in this 
chapter? 

* There are two goals for the War Chamber/Maze scene. 

* The first goal is to get the awL 

* The second goal is to remove your particle of common sense. 



Page 49 



n 





INSIDE THE WHALE 

The map for this area of the game can be found on page N. 

Who am I? 

* You're still Arthur in this scene. 

Where am I? 

* You're inside a sperm whale, obviously. 

* Note the sound of rushing air. 

* The Improbability Drive, in one of its nastier coincidences, 
has transported you inside the very same whale you created 
when you used the Drive to save the ship during the missile 
attack. 



* If you recall, the missiles were turned into a sperm whale, 
which was last seen plummeting through the atmosphere of 
Magrathea. This explains why, after a few turns, the whale 
invariably splats (and you along with it). 

Who's the old man with the wooden puppet? 

* The old man is Gepetto the carpenter. 

* The puppet is his creation, Pinocchio. 

* Their boat was swallowed by the whale. If you hide in the 
Cargo Hold, perhaps you'll be able to escape. 

* Don't go on until you've met the evil ice queen, the 
seven dwarfs, and the talking dragon. 

* What game are you playing? 

How can I get out of the whale? 

* There are no exits in any direction. 

* If you wait long enough, you'll splat and return to Dark. 






Page 50 





* There's one other way to get out of the whale. 

* It's a method you've used before. 

* It win also leave you in Dark. 

* Hitchhike using the Thumb. 

* The Thumb is probably broken, though. You'll have to get it 
fixed by an Engineer robot. 

How can I prevent the whale from splatting? 

* You can't. 

* No matter what you do, you've only got ten moves in the whale 
before it splats. 

How can I get the flowerpot out of the whale? 

* There are two ways to do this. 

* One way involves the Thumb. 

* The other method involves the thing your aunt gave you which 
you don't know what it is. 

* To obtain the flowerpot using the thumb, just pick up the pot 
and hitchhike. 

* For more details, see the question on getting out of the whale. 

* To obtain the flowerpot using the aunt's gift: the aunt's gift has 
an unusual property you may not have discovered. See the question 
about the aunt's gift. 

* Just put the flowerpot inside the aunt's gift and then wait 
until the whale splats. Within a few turns after leaving Dark, 
the aunt's gift should re-appear, containing the pot. 

What's the point of this scene inside the whale? 



* Isn't it obvious? 



There really isn't much here. 

The only point of this scene is to get the flowerpot. 



Page 52 



GENERAL QUESTIONS 
3s there any significance to "no tea"? 

* Yes. 

* It's a hint that at 90 me point, getting tea will be important. 

* Also, see the question about the screening door in the Corridor, 

Aft End. 

What the Zark is the thing my aunt gave me that I don't know what it is? 

* Have you tried examining it? 

* Have you tried getting rid of it? 

* You've probably noticed that it keeps turning up. 

* If you leave it behind, it will pop up about a dozen moves later, 
sometimes on the ground where you are, sometimes in your inventory, 

and sometimes in your gown pocket. (The thing will only "follow" you 
when you are Arthur.) 

* There's something else that you probably haven't noticed about the 
thing your aunt gave you. 

* You can put things in it. In fact, you can put almost every takeable 
item into the thing at the same time. 

* This is useful for transporting more objects than you can carry, but 
it isn't ever necessary to do so. 

* Because of these two properties (auto-return and containment) the 
thing your aunt gave you provides an alternate solution of one of the 
puzzles in the game. 

* It's a puzzle toward the very end of the game. 

* It's the puzzle of getting the flowerpot out of the whale. 



Page 53 



Is the Hitchhiker's Guide important? 

* WelU the game IS named after it... 

* The various entries in the Guide contain all sorts of useful 
information and hints that you'll need to solve the puzzles 
in the game. 

* The proper syntax for reading a particular Guide entry is 
CONSULT GUIDE ABOUT [item]. For example, if you want to find 
out what the Guide has to say about mushrooms, you would type 
CONSULT GUIDE ABOUT MUSHROOMS. 

* Once you know the solutions to all the puzzles, you could play 
to the end of the game without ever using the Guide. 

* There are 39 Guide entries in the game. A complete list of the 
topics that summon these entries appears in one of the appendices 
of this hint booklet. 

What is the Thumb? How does it work? Is it important? 

* The Thumb is an electronic Sub-Etha Auto-Hitching Device. 

If used properly, it will allow you to hitch rides aboard 
passing spaceships. 

* You should read the Guide entry on the Thumb. 

* You can examine the Thumb to determine whether a spaceship 
is within range. (Ef the lights are flashing, a ship is nearby.) 

* If a ship is within range, you can transport yourself to the 

ship (via a matter transference beam) by pushing the green button. 

* If you press the green button when there is no ship around, you'll 
20break the Thumb. 

* Also, the Thumb will break down on its own over the course of the 



Page 54 



game. 

* If tiie Thumb is broken, you will not be transported when you press 
the green button, even if a ship is nearby. 

* A broken Thumb can be mended. 

* To do so, push the red button to sum m on a repair robot. See the 
following question for further details on repairing the Thumb. 

* There are three points in the game when you can use the Thumb. 

* The first time is near the very beginning of the game, when you 
use it to get to the Vogon ship. 

* The second time is when you're in the Airlock of the Vogon ship. 

It isn't necessary to do so, because simply waiting a few turns 
has the same result. 

* The third time is when you're Inside the Sperm Whale. Once again, 
there's an alternative to using the Thumb, but in this case it's not 
as simple as just waiting. See the chapter entitled "Inside the 
Whale" for more information on that. 

Is the Engineer robot important? 

* Only the Engineer robot can fix the Thumb. 

* Once you've summoned the Engineer robot, SHOW (or GIVE) THE THUMB 
TO 

THE ENGINEER ROBOT. 

* If the robot claims that there's nothing wrong with the Thumb, then 
it wasn't broken. 

* If the Thumb is broken, the Engineer robot won't agree to fix it 
unless you also SHOW THE GUARANTEE TO THE ENGINEER ROBOT. 

* Actually, you can shortcut directly to showing the guarantee. 



Page 55 



What's all this nonsense about fluff? 

* There does seem to be a lot of it scattered throughout the game. 

* Have you consulted the Guide about fluff? 

* The ancient legend is of particular interest. 

* There are a total of four pieces of fluff in the game. You'll have 
to find and obtain all four. 

* Try finding them yourself. When you're stumped, return to this 
question. 

* Hint: You "play" four different roles over the course of the game: 
Arthur, Ford, Trillian, and Zaphod. 

* You can obtain one piece of fluff from each role. 

* A list of all four, and their locations, follows. You shouldn't 
look at this list unless you're completely stumped, because it 
will give away a lot. 

* pocket fluff - in the pocket of your gown at the start of the game 
satchel fluff - inside Ford's satchel (see The Earth, Revisited) 
jacket fluff - on Arthur's jacket (see At The Party) 

seat cushion fluff - under the pilot seat of the speedboat (see 
On Damogran) 

* Now that you have all. four pieces of fluff, any idea what to do 
with them? 

* Don't continue until you have the flowerpot. 

* You should plant each piece of fluff in the flowerpot. 

* Now wait. 

* A tiny plant will sprout around ten moves later. 



Page 56 



n 





* For more information, see the next question. 

What do I do about the pLant? 

* Left to itself, the tiny sprout will never grow any further. 

* You have nothing to water the plant with. 

* Read the Guide entry on fluff again. 

* Notice that this rare pLant once grew on a tropical world. 

* Can you think of anything around that's similar to a tropical 
environment? 

* Carry the plant into the sauna. 

* Now examine the plant. 

* Now see the question about opening the hatch. 

What are all these tools scattered throughout the game? 

* Have you examined them? 

* Many of them are rather excitingly high-tech, aren't they? 

* They don't really have much use. 

* Until the very end of the game. 

* See the question about opening the hatch. 

* Marvin will ask for one of ten different tools. 

* A list of all ten, and their locations, follows. You shouldn't 
look at this list unless you're completely stumped, because it 
will give away a lot. 

* flathead screwdriver - in your Bedroom 
toothbrush - in your Bedroom 
tweezers - inside Trillian's handbag 
molecular hyper wave pincer - on the Bridge 
ionic diffusion rasp - in the Engine Room 



Page 57 



hypersonic pliers - in the Engine Room 
thermo-fusion chisel - in Marvin's Pantry 

laser-assisted monkey wrench - inside the toolbox on the speedboat 
ultra-plasmic vacuum awl - in the War Chamber 
number twelve asteroid paint chipper - you're holding it when you 
return from your adventure at the end of the Traal scene 
What is the goal of the game? 

* Have you tried asking some of the other characters in the story? 

* Have fun, be happy. 

* Solve all the puzzl.es, reach the end. 

* The ultimate goal of the game is to step out onto the 
surface of Magrathea. 

* Knowing this fact is of virtually no help in getting 
through the game. 

How can I read the footnotes? 

* You obviously didn't read your manual very carefully. That's 
explained in the section entitled Important Commands. 



Page 58 



r 



MAPS 

[Map of Earth] 

[Map of Vogon Ship] 

[Map of the Heart of Gold] 

[Map of Traal] 

[Map of Damogran] 

[Map of the party] 

[Map of the War Chamber and Maze] 

[Map of the Whale] 




\ 



Page 59 



HOW ALL THE POINTS ARE SCORED 
This section should only be used as a last resort, or for your own interest 
after you've completed the game. 

10 pointsTaking the buffered analgesic 
5 poirrtsDrinking or enjoying the beer (first time, as Arthur) 

5 points Drinking or enjoying the beer (second time, as Arthur) 

5 points Drinking or enjoying the beer (third time, as Arthur) 

8 points Arriving at the Vogon Hold 
12 points Getting the babel fish in your ear 
15 pointsEnjoying the Vogon poetry 
25 pointsOpening the glass case in the Vogon Hold 
25 pointsEntering the Engine Room of the Heart of Gold 
25 pointsGetting the Nutri mat/Computer Interface 
15 pointsDrinking or enjoying the beer (as Ford) 

25 pointsLeaving the party with Phil 
25 pointsStealing the Heart of Gold on Damogran 
25 pointsTaking the com m on sense particle 
100 pointsDrinking the tea 
25 pointsEntering Marvin's Pantry 

25 pointsEntering the sauna with the plant, thus blooming it 
25 pointsGetting Marvin to open the hatch 



400 pointsTOTAL 

You LOSE 30 points for eating the cheese sandwich, or drinking the 
Advanced 

Tea Substitute, or turning on the spare Drive while plugged into the large 



Page 60 



r 




receptacle before the missile attack begins. 



Page 61 



FOR YOUR AMUSEMENT 

You shouldn't develop anything in this section until you've finished the 
game. Things in the section will invariably give away the answers to 
puzzles in the game. 

Have you tried... 

* looking under your bed? 

* enjoying the mud while you're lying in front of the bulldozer? 

* to PHONE HOME from your bedroom? 

* asking Prosser for the time? 

* to GET DRUNK in the pub? 

* buying peanuts (as Arthur)? 

* listening to the jukebox music (several times, and then again when 

you're Ford)? 

* petting or kicking the dog? 

* feeding peanuts to the dog? (You can only do this as Ford, of 
course.) 

* hitting Prosser (before and after your house is demolished)? 

* enjoying your house after it's been demolished? 

* asking PROSSER, WHAT ABOUT MY HOME after it's been demolished? 

* giving the towel, the thing your aunt gave you, or the satchel to 
Prosser? (You can only do the last one when you're Ford, of course.) 

* talking to Prosser after the Vogon fleet has arrived? 

* eating the cheese sandwich when you're Ford? 

* going straight bo the Pub when you're Ford, instead of giving 
Arthur the bowel, and then waiting a few turns? 

* yelling in the Dark? 



Page 62 



* waiting about 60 turns in Dark to see the hints you get? 

* not eating the peanuts in the Vogon Hold? 

* drinking the Santraginean Mineral Water? 

* asking FORD, WHAT ABOUT THE EARTH once it's been destroyed? 

* enjoying the Vogon poetry without the babel fish? 

* developing the invisible printing in this booklet with a mixture 
of shampoo and apple cider instead of the developing marker? 

* doesn't work very well, does it? 

* opening the hatch in the Heart of Gold before landing on Magrathea? 

* kicking the screening door, then entering Marvin's Pantry? 

* closing the screening door once you've opened it? 

* reading the tiny message on the circuit board with the 
magnifying glass? 

* smashing the circuit board? 

* turning on the spare Drive, plugged into the control panel, before 
the missile attack begins? 

* turning on the spare Drive during the missile attack, without first 
plugging it into the control panel? 

* asking Eddie to open the hatch after the ship has landed? 

* not going to the Access Space after asking Marvin to fix the hatch? 

* saying something other than your name when the Beast asks for it? 

* saying your name with the towel over your eyes? 

* to CARVE NAME ON MEMORIAL (rather than CARVE MY NAME ON 
MEMORIAL)? 

* carving one of the names suggested by the previous item? 

* carving the Beast's name on the memorial? 



Page 63 










* reading the memorial (both before and after carving your name)? 

* showing the thing your aunt gave you to the Beast? 

* waking the sleeping Beast? 

* drinking the wine at the party? 

* eating one of the hors d' oeuvres? (Try several times.) 

* throwing the glass of wine or the plate of hors d' oeuvres? 

* to PICK UP ARTHUR or PICK UP PHIL at the party? 

* jumping into the water from the Presidential Speedboat? 

* throwing something into the water from the boat? 

* shooting the crowd, the guards, TrHlian, yourself, the toolbox... 

* ordering GUARDS, SHOOT both before and after they've dropped 
their photon rifles? 

* examining the approaching star system and the third planet from 
the War Chamber of the battle fleet? 

* talking to the Vl'Hurg leader or G'Gugvunt leader? 

* dropping something in the Maze (your brain) and then walking around 
once you've gotten out? 

* talking to the bulldozer driver, the Vogon Captain, or the hostess? 

* closing the thing your aunt gave you? 

* wrapping the towel around your head anywhere except Traal? 

* typing I AM ARTHUR DENT to the game (as opposed to while talking 
to a character in the game)? 

* typing PANIC? How about DON'T PANIC? 

* pushing the red button on the Thumb when an Engineer robot is 
already present? 

* counting the hors d' oeuvres, the crowd at the Dais, or the guards 



Page 64 



(at various points)? 

* typing DON'T LOOK or DON'T WAIT or DON'T [anything else]? 

* examining the bulldozer, the Vogon fleet, the flowerpot, the 
mechanism in the Access Space, or various tools? 

* typing GIVE UP or THROW IN THE TOWEL or PULL MYSELF 
TOGETHER? 

* brushing your teeth with the toothbrush? 

* typing ESCAPE at any point? 

* filling anything? 

A 

* returning to various scenes after you've successfully completed 
them? (Examples: returning to Damogran after stealing the Heart 

of Gold, returning to Traal after getting the interface...) 

i 

* typing APPLAUD at any point (other than during the poetry reading)? 

* answering the game's various rhetorical questions, such as "Did 
you have a particular direction in mind?" or "Don't you think it 
would be a bad idea to leave the ceremonies?", by typing YES or NO 

* typing APPRECIATE [something]? 

* asking various characters about the object of the game? (Especially 
Prosser, Ford, Marvin, Eddie, the Nutrimat, the screening door, and 
the Beast.) 

* calling Infocom's Technical Hotline and trying to convince them 
that you're Abraham Lincoln? 



Page 



GUIDE ENTRIES 

Here's a complete list of all the things that you can CONSULT the 
Hitchhiker's 

Guide about. You should use it only as a last resort, or for your interest 
once 

you've finished the game. 

ALCOHOL 

ATOMIC VECTOR PLOTTER 

BABEL FISH 

BROWNIAN MOTION 

DAMOGRAN 

EARTH 

FLUFF 

FRANCE 

GALACTIC SECURITY AGENCY 

GALAXIA WOONBEAM 

GENUINE PEOPLE PERSONALITIES 

GREEN BUTTON 

HEART OF GOLD 

HITCHHIKER'S GUIDE 

IMPROBABILITY DRIVES 

INFOCOM 

INTELLIGENCE 

LARGE PLUG 

LONG DANGLY BIT 



MAGRATHEA 



MATTER TRANSFERENCE BEAMS 
NUTRIM AT 

PAN-GALACTIC GARGLE BLASTER 
PERIL-SENSITIVE SUNGLASSES 
PROTEIN 

RAVENOUS BUGBLATTER BEAST OF TRAAL 
RED BUTTON 

SANTRAGINEAN MINERAL WATER 

SIRIUS CYBERNETICS CORPORATION 

SMALL PLUG 

SMALL RECEPTACLE 

SPACE 

THUMB 

TOWEL 

VOGON POETRY 

VOGONS 

WALKING 



various tools 
various weapons 



Page 67 



/^N 



FOOTNOTES 

The section tells how to find the place where each footnote is referenced in 
the game. Once again, you shouldn't develop this section until you finished, 
because it will probably ruin some puzzles for you. 



Footnote 1 - 
Footnote 2 - 
Footnote 3 - 
Footnote 4 - 



RELAX or ENJOY THE DARKNESS in the Dark 
Refer to your home as a HOUSE while talking to Ford 
Upon arrival at the Presidential Speedboat 
Listen to the music in the Pub several times, until 
"Hey Jude" is the song that is playing 



Footnote 5 - Remove the towel in the Beast's Outer Lair after the 
Beast has gone to sleep 

Footnote 6 - Type FOOTNOTE without any number after it to see where 
this footnote is referenced 

Footnote 7 - Shoot the Beast three times with the anti-Beast gun 
Footnote 8 - Consult the Guide about fluff 

Footnote 9 - Get the Guide entry on SPACE by having the Guide 
with you when you're hLown out of the Airlock 
Footnote 10 - When the game finally gives in and describes 
the Engine Room 



Footnote 11 
Footnote 12 
Footnote 13 
Footnote 14 



This footnote is not referenced anywhere in the game 
This footnote is referenced only by itself 
Push the boat's autopilot button three times 
When Ford hands you the Guide in the Vogon Hold 



Footnote 15 - Read the banner at the Dais 






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Author Douglas Adams, 
wrote ‘Hitchhiker’s Guide’ 



ASSOCIATED PRESS 

LONDON — Douglas Adams, 
whose cult science-fiction comedy 
“The Hitchhiker’s Guide to the 
Galaxy” drew millions of fans and 
spawned a small industry, died 
Friday of a heart attack. He was 
49. 

Mr. Adams, who was bom in 
Britain, died in Santa Barbara, Ca- 
lif., while working out at a gym. 

The “Hitchhiker’s Guide,” 
which began as a British Broad- 
casting Corp. radio series in 1978, 
is a satirical adventure about a 
group of interplanetary travelers. 

It opens with Earth being de- 
stroyed to make way for an inter- 
galactic highway. 

The series was turned into a 
book, which sold 14 million copies 
around the world, and later into a 
television series. 

The book was followed by sev- 
eral sequels, including “The Res- 
taurant at the End of the Uni- 
verse,” “Life, the Universe and 
Everything” and “So Long, and 
Thanks for All the Fish.” 

Mr. Adams spoke of how he 
had thought up the book while on 
a teenage trip. 

“I was hitchhiking around Eu- 
rope in 1971, when I was 18, with 
this copy of A Hitchhiker’s Guide 
to Europe,’ ” he said. 

“At one point I found myself ly- 
ing in the middle of a field, a little 
bit drunk, when it occurred to me 
that somebody should write a 
Hitchhiker’s Guide to the Galaxy. 
It didn’t occur to me that it might 
actually be me years later.” 

The book came in 24th of the 
top 100 books of the 20th century 
in a poll conducted by the Water- 
stone’s bookstore chain and Chan- 
nel 4 television. 

Bom in Cambridge, England, 




in 1952 and educated at Cam- 
bridge University, Mr. Adams be- 
gan his career as a writer and 
script editor at the BBC, including 
work on BBC TV’s “Doctor Who.” 

Mr. Adams followed the 
“Hitchhiker’s Guide” with several 
books about a “holistic detective,” 
Dirk Gently. There were also “Last 
Chance to See,” a book about en- 
dangered species; and, with John 
Lloyd, the alternative dictionary 
“The Meaning of Liff.” 

Mr. Adams also founded a mul- 
timedia company, Digital Village, 
which produced the “Starship Ti- 
tanic” computer game and an on- 
line travel guide. 

A frequent radio broadcaster 
on science and technology, Mr. Ad- 
ams had been working for several 
years on a screenplay for an oft-de- 
layed “Hitchhiker’s Guide” movie. 

Mr. Adams married Jane Bel- 
son, a lawyer, in 1991. The couple, 
who had lived in Santa Barbara 
since 1999, had a daughter, Polly. 










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bit drunk, when it occurred to me 
that somebody should write a 
Hitchhiker’s Guide to the Galaxy. 
It didn’t occur to me that it might 
actually be me years later.” 

The book came in 24th of the 
top 100 books of the 20th century 
in a poll conducted by the Water- 
stone’s bookstore chain and Chan- 
nel 4 television. 

Bom in Cambridge, England, 



W.C. CANNIFF & SONS, INC. 

531 Cummins Highway 
Roslindale, MA 02131 
TEL: 617-323-3690 
1-800-439-3690 



Over 1200 monuments on display 




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Cambridge: 583 Mt. Auburn St. 

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line travel guide. 

A frequent radio broadcaster 
on science and technology, Mr. Ad- 
ams had been working for several 
years on a screenplay for an oft-de- 
layed “Hitchhiker’s Guide” movie. 

Mr. Adams married Jane Bel- 
son, a lawyer, in 1991. The couple, 
who had lived in Santa Barbara 
since 1999, had a daughter, Polly. 



There ’s always 
something great in 
store for you. 

Boston Globe published photographs 



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lUbUdiiu duu ui v^ievciauu, wn. luviiik ki chili— 

nother of Jon Carlisle and Robert Tracy 
iartels. Great grandmother of Liandra 
Carlisle. Daughter of Peter Bruno of Medford. 
Jister of Ronald Bruno of Medford. Also sur- 
vived by nieces & nephews. Funeral from the 
ohn C. Burns & Sons Funeral Home, 305 
3roadway, CAMBRIDGE, Tuesday, May 15 at 
>:00 A.ML followed by a Funeral Mass in St. 
viary's Church, Cambridge at 10:00 A.M. Rel- 
atives & friends invited, visiting hours, Mon- 
day 4-8 P.M. In lieu of flowers memorials 
nay be made in Barbara's name to the Sanc- 
ta Maria Nursing Facility, C/O Administration 
Office, 799 Concord Ave.. Cambridge, MA 
12140. interment, Cambridge cemetery. 



TRAY— Of Medfield, May 8. 2001, Marie E. 
Barry). Widow of the late Albert T. Tray. Lov- 
ng mother of Christina M. Olmedo of New- 
Dury Park, CA.. Anthony P. Tray of Medfield, 
Victoria M. Sullivan of Franklin and Barry A. 
rray of New Bedford. Sister of Anne B. O Bri- 
an of South Boston, also survived by 3 grand- 
children, Jessica and Dylan Sullivan and Sa- 
mantha Tray. Relatives and friends may gath- 
er at the Roberts-Mitchell Funeral Home, 15 
Miller St., MEDFIELD, on Monday, May 14 at 
9 a.m. for a Mass of Christian Burial at St. 
Edward the Confessor Church, Medfield at 
10. Burial at Vine Lake Cemetery, Medfield. 



WOODS — Of Medford, formerly of Somer- 
ville, May 10, William P. Jr., beloved husband 




ley & r __ _ 

Medford. Cherished son 'of Ger- 
trude (Queenan) woods of 
Charlestown and the late william P. Woods, 
Sr. Brother of Thomas P. woods and Debra 
A. Thebearge both of Medford, Jacquelyn M. 
Woods of Everett, and the late Charles M. 
Woods. Also survived by many lovinjg nieces 



Roberts-Mitchell Funeral Service 
Medfield, ma. 
1 - 508 - 359-2000 



WALES— In Arlington, May 12, Mary A. be- 
loved daughter of the late Edward and Julia 
Joyce. Dear friend of Michael and Rosemary 
Burke of Rye, NH. Funeral from the Keefe Fu- 
neral Home, 5 Chestnut St., Route 60, AR- 
LINGTON (adjacent to St. Agnes Church), on 
Monday at 8:30 a.m. Funeral Mass in St. Ag- 
nes Church at 10 a.m. Relatives and friends 
invited. Member St. Agnes Ladies Sodality 
and Arlington Catholic women's Club. Visit- 
ing hours Monday 8:30 a.m. - 9:30 a.m. Rela- 
tives and friends invited. 



>y many I 

and nephews. Funeral from tne Dello Russo 
Funeralt-lome, 306 Main St, MEDFORD Mon 
day at 9AM followed by a Funeral Mass cele 
brated in St. Francis or Assisi Church, Fells— 
way West, Medford, at 10 AM. Relatives and 
friends are respectfully invited. Visiting hrs 
Sun. 2-4 8. 7-9. Services will conclude with 
burial at Oak Grove cemetery, Medford. Late 
U.S. Air Force veteran of the Vietnam War, 
late member of the Medford American Le- 
gion Post 45 and Somerville Sons of Italy. 



IN MEMORIAM 



2000-Eliberto "Burt" Pennington-2001 

A Memorial Mass will be said on Sat., May 19 at 
5 p.m. at The St. Cecelia's Parish, 18 Belvidere 
St., Boston. Family and friends are invited to at- 
tend. Contributions in Burt's memory may be 
made to the newly estab. scholarship fund at Del 
Mar College Foundation, c/o Burt Pennington, 
101 Baldwin St., Corpus Christi, Texas 78404. 

Rita Weitzman 

Happy Mothers Day! 

Who saia time heals all wounds? 
we're sure they coulnd't know 
How very hard it was for us 
To ever let you go 
Love & Miss you. Your Family 

5/25/2000 RUTH T. MCDONOUGH S/13/2001 

on your 1st Mother's Day in heaven. 

Mother-Our beloved "Miss Mouse" 

If tears could build a stairway, and memories a 
lane, we'd walk right up to heaven and bring you 
home again. We all love you and miss you. Your 
children, Arlene, 

Richard and Jane. 



Bobbie, MaryRuth, Carolyn, 



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nuuci 13-miu.iicii runcim 

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1 - 508 - 359-2000 



Rita Weitzman 



WALES— in Arlington, May 12, Mary A be- 
loved daughter of the late Edward and Julia 
Joyce. Dear friend of Michael and Rosemary 
Burke of Rye, NH. Funeral from the Keefe Fu- 
neral Home, 5 Chestnut St., Route 60 AR- 
LINGTON (adjacent to St. Agnes Church), on 
Monday at 8:30 a.m. Funeral Mass in St. Ag- 
nes Church at 10 a.m. Relatives and friends 
invited. Member St. Agnes Ladies Sodality 
and Arlington Catholic women's Club. Visit- 
ing hours Monday 8:30 a.m. - 9:30 a.m. Rela- 
tives and friends invited. 



Happy Mothers Day! 

Who saidtime heals all wounds? 
we're sure they coulnd’t know 
How very hard it was for us 
To ever let you go 
Love & Miss you. Your Family 

5/25/2000 RUTH T. MCDONOUGH 5/13/2001 

On your 1st Mother's Day in heaven. 

Mother-Our beloved "Miss Mouse' 

If tears could build a stairway, and memories a 
lane, we'd walk right up to heaven and bringyou 
home again, we all love you and miss you. your 
children, Arlene, Bobbie, MaryRuth, Carolyn, 
Richard and Jane. 



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ri 




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jSsSS 















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FUNERAL 

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781-821-4600 • 800-842-4280 

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A Family Service Affiliate of AFFS/SCI 492 Rock St, Fall River, MA. 



SWEENEY BROTHERS HOME FOR FUNERALS, INC. 

1 Independence Ave., Quincy 617-472-6344 
Serving Quincy & The South Shore 



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www.cliffords.com or phone 1 -800-441 -8884 
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file:/web/munger/templates/newschannel.html 




k 



Hitch Hiker's Guide to Galaxy Author Adams 
Dies 

REUTERS i Sat, 12 May 2001 , 02:00PM 

LONDON (Reuters) - Britain's Douglas Adams, the cult 
author who wrote "The Hitch Hiker's Guide to the Galaxy," 
has died suddenly at the age of 49. 

Adams, who was married with a six-year-old daughter, died 
of a heart attack on Friday at his home in Santa Barbara, 
California, his personal assistant Sophie Astin said. 

"It was a very sudden and unexpected death," Astin told 
Reuters. 

Adams' science fiction saga, about a group of galactic 
travelers who survive the demolition of earth to build a 
space by-pass, began life as a 1978 BBC Radio series. 

It was turned into best-selling novels, a TV series, record 
album, computer game and adapted for stage. It made 
Adams a household name on both sides of the Atlantic. 



News Headlines 

McVeigh Weighs Options As 
U.S. Delays Execution 



US Warns of Bin Laden Threat 
to Americans Overseas 



Wail Collapses in Western 
China, 12 People Die 

Execution Delay Leaves Indiana 
City in Suspense 



B ush Says Con servat ion K ey 
Part of Energy Strategy 

Hitch Hiker's Guide to Galaxy 
Author Adams Dies 



Democrats Flunk Bush on 
Education 

Israelis Blast Palestinian 
Officer's Car, Two Dead 

Key Senator Says U.S. Too 
'Docile' with China 



Bomb Explodes in Madrid on 
Eve of Basgue Vote 



British author and television personality Stephen Fry was 
among hundreds of friends and fans who paid tribute to 
Adams on his official Web site. 

One message, titled "DOUGLAS NOOOOOQ," claimed to 
be from Ford Prefect, the lead alien character from "The 
Hitch Hiker's Guide to the Galaxy." It read: "Why do the talented ones die young?" 



Expanded Coverage 

More Headline News 
International News 
Political News 
Science News 
News Channel Archives 



Astin said she had received calls from Adams's friends Terry Jones, of Monty Python fame, 
and David Gilmour of the rock group Pink Floyd. 

Adams was working on a new novel and on an online guide, h2g2, inspired by "The Hitch 
Hiker's Guide to the Galaxy," at the time of his death. Work is also under way to turn the 
story into a film. 



"He was pretty unique in being innovative in media after media -- from radio to the web," 
said Ashley Highfield, BBC's head of new media, who was working with Adams on h2g2. 
"He was still coming up with more new ideas than almost anyone I've met." 

The "Hitch Hiker's Guide to the Galaxy" chronicles the journey of Ford Prefect and his 
human companion Arthur Dent after the destruction of earth. 

Page 1 



12 May 2001 05:00 PM 




r 



file:/web/munger/templates/newschannel.html 

The tale centers on the search for the answer to life and the universe -- which turns out to 
be 42. 

The novel has sold more than 14 million copies worldwide and was followed by sequels, 

"The Restaurant at the End of the Universe," "Life, the Universe and Everything" and "So 
Long and Thanks for all the Fish." 

While Adams will be remembered for his science fiction, he also worked for the protection 
of endangered species which he wrote about in his book "Last Chance to See." 

Adams was born in Cambridge in March 1952, educated at Brentwood School in Essex 
and St. John's College Cambridge where in 1974 he gained an MA in English Literature. 

He married Jane Belson in 1991 and had a daughter Polly in 1994. 

Adams worked as a radio and television producer and writer before 'The Hitch Hiker's 
Guide to the Galaxy" changed his life. 

Geoffrey Perkins, who produced the original radio series and had known Adams for 25 
years, called him one of the most creative geniuses to ever work in radio comedy. 

"For somebody who was so involved in breakthroughs in new developments in 
technology, it's a tragedy that he's died before most of the things he's talked about have 
come about," said Perkins, now head of BBC comedy. 

- By Andrew Hay 

Previous Story Next Story 

Copyright © Reuters Limited 2000. All rights reserved. Republication or redistribution of Reuters Limited 
content, including by framing or similar means, is expressly prohibited without the prior written consent of 
Reuters Limited. Reuters Limited shall not be liable for any errors or delays in the content, or for any actions 
taken in reliance thereon. Quotes are delayed at least 20 minutes, times are Eastern. 



Page 2 



12 May 2001 05:00 PM 



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Jane Belson, Ed Victor ; Mary Allen. 

BBC , Pan Macmillan & Random House 

invite 

you to a Party to celebrate the life of 

DOUGLAS ADAMS 

Monday 17th September 2001 at 6.00 pm 
The Groucho Club , 45 Dean Street , London W1D 4QB 



RSVP on enclosed card 
Admission by invitation only 
Dancing 



You are invited to a 
Service to celebrate the life of 

DOUGLAS ADAMS 
at 

the Church of St Martin-in-the Fields , Trafalgar Square 

on 

Monday 17th September 2001 at 4.30 pm 



RSVP on enclosed card 
Admission by invitation only 



SXwc wve/ejncu 



Jane Belson , Ed Victor ; Mary Allen. 

BBC , Pan Macmillan & Random House 

invite 

you to a Party to celebrate the life of 

DOUGLAS ADAMS 

Monday 17th September 2001 at 6.00 pm 
The Groucho Club, 45 Dean Street, London W1D 4QB 



RSVP on enclosed card 
Admission by invitation only 
Dancing 



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You are invited to a 
Service to celebrate the life of 

DOUGLAS ADAMS 
at 

the Church of St Martin-in-the Fields , Trafalgar Squa 

on 

Monday 17th September 2001 at 4.30 pm 



RSVP on enclosed card 
Admission by invitation only 



K 



file:/web/munger/templates/newschannel.html 



* 




Hitch Hiker's Guide to Galaxy Author Adams 
Dies 

REUTERS f Sat, 12 May 2001 , 02:00PM 

LONDON (Reuters) - Britain's Douglas Adams, the cult 
author who wrote "The Hitch Hiker's Guide to the Galaxy," 
has died suddenly at the age of 49. 

Adams, who was married with a six-year-old daughter, died 
of a heart attack on Friday at his home in Santa Barbara, 
California, his personal assistant Sophie Astin said. 

"It was a very sudden and unexpected death," Astin told 
Reuters. 

Adams' science fiction saga, about a group of galactic 
travelers who survive the demolition of earth to build a 
space by-pass, began life as a 1978 BBC Radio series. 

It was turned into best-selling novels, a TV series, record 
album, computer game and adapted for stage. It made 
Adams a household name on both sides of the Atlantic. 



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Author Adams Dies 

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British author and television personality Stephen Fry was 
among hundreds of friends and fans who paid tribute to 
Adams on his official Web site. 

One message, titled "DOUGLAS NOOOOOO," claimed to 
be from Ford Prefect, the lead alien character from "The 
Hitch Hiker's Guide to the Galaxy." It read: "Why do the talented ones die young?" 



Expanded Coverage 

More Headline News 
International News 
Political News 
Science News 
News Channel Archives 



Astin said she had received calls from Adams's friends Terry Jones, of Monty Python fame, 
and David Gilmour of the rock group Pink Floyd. 



Adams was working on a new novel and on an online guide, h2g2, inspired by "The Hitch 
Hiker's Guide to the Galaxy," at the time of his death. Work is also under way to turn the 
story into a film. 



"He was pretty unique in being innovative in media after media -- from radio to the web," 
said Ashley Highfield, BBC's head of new media, who was working with Adams on h2g2. 
"He was still coming up with more new ideas than almost anyone I've met." 

The "Hitch Hiker's Guide to the Galaxy" chronicles the journey of Ford Prefect and his 
human companion Arthur Dent after the destruction of earth. 

Page 1 



12 May 2001 05:00 PM 




file:/web/munger/templates/newschannel.html 

The tale centers on the search for the answer to life and the universe -- which turns out to 
be 42. 

The novel has sold more than 14 million copies worldwide and was followed by sequels, 

"The Restaurant at the End of the Universe," "Life, the Universe and Everything" and "So 
Long and Thanks for all the Fish." 

While Adams will be remembered for his science fiction, he also worked for the protection 
of endangered species which he wrote about in his book "Last Chance to See." 

Adams was born in Cambridge in March 1952, educated at Brentwood School in Essex 
and St. John's College Cambridge where in 1974 he gained an MA in English Literature. 

He married Jane Belson in 1991 and had a daughter Polly in 1994. 

Adams worked as a radio and television producer and writer before "The Hitch Hiker's 
Guide to the Galaxy" changed his life. 

Geoffrey Perkins, who produced the original radio series and had known Adams for 25 
years, called him one of the most creative geniuses to ever work in radio comedy. 

"For somebody who was so involved in breakthroughs in new developments in 
technology, it's a tragedy that he's died before most of the things he's talked about have 
come about," said Perkins, now head of BBC comedy. 

- By Andrew Hay 

Previous Story Next Story 

Copyright © Reuters Limited 2000. All rights reserved. Republication or redistribution of Reuters Limited 
content, including by framing or similar means, is expressly prohibited without the prior written consent of 
Reuters Limited. Reuters Limited shall not be liable for any errors or delays in the content, or for any actions 
taken in reliance thereon. Quotes are delayed at least 20 minutes, times are Eastern. 



Page 2 



12 May 2001 05:00 PM 



Author Douglas Adams, 
wrote ‘Hitchhiker’s Guide’ 



ASSOCIATED PRESS 

LONDON — Douglas Adams, 
whose cult science-fiction comedy 
“The Hitchhiker’s Guide to the 
Galaxy” drew millions of fans and 
spawned a small industry, died 
Friday of a heart attack. He was 
49. 

Mr. Adams, who was born in 
Britain, died in Santa Barbara, Ca- 
lif., while working out at a gym. 

The “Hitchhiker’s Guide,” 
which began as a British Broad- 
casting Corp. radio series in 1978, 
is a satirical adventure about a 
group of interplanetary travelers. 

It opens with Earth being de- 
stroyed to make way for an inter- 
galactic highway. 

The series was turned into a 
book, which sold 14 million copies 
around the world, and later into a 
television series. 

The book was followed by sev- 
eral sequels, including “The Res- 
taurant at the End of the Uni- 
verse,” “Life, the Universe and 
Everything” and “So Long, and 
Thanks for All the Fish.” 

Mr. Adams spoke of how he 
had thought up the book while on 
a teenage trip. 

“I was hitchhiking around Eu- 
rope in 1971, when I was 18, with 
this copy of ‘A Hitchhiker’s Guide 
to Europe,’” he said. 

“At one point I found myself ly- 
iqgin the middie of a 
bit drunk, when it occurred to me 
that somebody should write a 
Hitchhiker’s Guide to the Galaxy. 
It didn’t occur to me that it might 
actually be me years later.” 

The book came in 24th of the 
top 100 books of the 20th century 
in a poll conducted by the Water- 
stone’s bookstore chain and Chan- 
nel 4 television. 

Bom in Cambridge, England, 




DOUGLAS ADAMS 



in 1952 and educated at Cam- 
bridge University, Mr. Adams be- 
gan his career as a writer and 
script editor at the BBC, including 
work on BBC TV’s “Doctor Who.” 

Mr. Adams followed the 
“Hitchhiker’s Guide” with several 
books about a “holistic detective,” 
Dirk Gently. There were also “Last 
Chance to See,” a book about en- 
dangered species; and, with John 
Lloyd, the alternative dictionary 
“The Meaning of Lift.” 

Mr. Adams also founded a mul- 
timedia company, Digital Village, 
which produced the “Starship Ti- 
tanic’ 5 

line travel guide. 

A frequent radio broadcaster 
on science and technology, Mr. Ad- 
ams had been working for several 
years on a screenplay for an oft-de- 
layed “Hitchhiker’s Guide” movie. 

Mr. Adams married Jane Bel- 
son, a lawyer, in 1991. The couple, 
who had lived in Santa Barbara 
since 1999, had a daughter, Polly. 



W.C. CANNIFF & SONS, INC. 

531 Cummins Highway 
Roslindale, MA 02131 
TEL: 617-323-3690 
1-800-439-3690 



Over 1200 monuments on display 




Cemetery 
engraving 
& cleaning 
Bronze 
markers 
& vases 




Select Barre, Vermont Granite, price Includes 
memorial with family name, one inscription and 
delivery to cemetery. Cemetery charges, base 
number if required, additional lettering and 
Mass, sales tax extra. 



Mon.- Sat. 9am-9pm Sun. 12pm-6pm 
BRANCH OFFICES & DISPLAYS 

a ■ •» ■ ■ jl ■ aa 



There 5 always 
something great in 
store for you. 

Boston Globe published photographs 

High-quality reproductions of 
Globe front pages 



H' l>i)s t on ( 1 iobc Si ore * 



At the comer of Washington and 
School Street, Downtown Boston 

617-367-4000 






Mr. Adams, who was bom in 
Britain, died in Santa Barbara, Ca- 
lif., while working out at a gym. 

The “Hitchhiker’s Guide,” 
which began as a British Broad- 
casting Corp. radio series in 1978, 
is a satirical adventure about a 
group of interplanetary travelers. 

It opens with Earth being de- 
stroyed to make way for an inter- 
galactic highway. 

The series was turned into a 
book, which sold 14 million copies 
around the world, and later into a 
television series. 

The book was followed by sev- 
eral sequels, including “The Res- 
taurant at the End of the Uni- 
verse,” “Life, the Universe and 
Everything” and “So Long, and 
Thanks for All the Fish.” 

Mr. Adams spoke of how he 
had thought up the book while on 
a teenage trip. 

“I was hitchhiking around Eu- 
rope in 1971, when I was 18, with 
this copy of ‘A Hitchhiker’s Guide 
to Europe,’ ” he said. 

“At one point I found myself ly- 
ing in the middle of a field, a little 
bit drunk, when it occurred to me 
that somebody should write a 
Hitchhiker’s Guide to the Galaxy. 
It didn’t occur to me that it might 
actually be me years later.” 

The book came in 24th of the 
top 100 books of the 20th century 
in a poll conducted by the Water- 
stone’s bookstore chain and Chan- 
nel 4 television. 

Bom in Cambridge, England, 




DOUGLAS ADAMS 



in 1952 and educated at Cam- 
bridge University, Mr. Adams be- 
gan his career as a writer and 
script editor at the BBC, including 
work on BBC TV’s “Doctor Who.” 

Mr. Adams followed the 
“Hitchhiker’s Guide” with several 
books about a “holistic detective,” 
Dirk Gently. There were also “Last 
Chance to See,” a book about en- 
dangered species; and, with John 
Lloyd, the alternative dictionary 
“The Meaning of Liff.” 

Mr. Adams also founded a mul- 
timedia company, Digital Village, 
which produced the “Starship Ti- 
tanic” computer- game and an on- 
line travel guide. 

A frequent radio broadcaster 
on science and technology, Mr. Ad- 
ams had been working for several 
years on a screenplay for an oft-de- 
layed “Hitchhiker’s Guide” movie. 

Mr. Adams married Jane Bel- 
son, a lawyer, in 1991. The couple, 
who had lived in Santa Barbara 
since 1999, had a daughter, Polly. 



W.C. CANNIFF & SONS, INC. 

531 Cummins Highway 
Roslindale, MA 02131 
TEL: 617-323-3690 
1-800-439-3690 
Over 1200 monuments on display 

24” X 36” Cemetery 

engraving 
& cleaning 
Bronze 
markers 




Select Barre, Vermont Granite, price includes 
memorial with family name, one inscription and 
delivery to cemetery. Cemetery charges, base 
number if required, additional lettering and 
Mass, sales tax extra. 

Mon.- Sat. 9am-9pm Sun. 12pm-6pm 

BRANCH OFFICES & DISPLAYS 
Cambridge: 583 Mt. Auburn St. 
Quincy: 84 Penn St. 



S^VWtr\ 



There's always 
something great in 
store for you. 

Boston Globe published photographs 

High-quality reproductions of 
Globe front pages 



rile Host on ( i I obe Store 



At the comer of Washington and 
School Street, Downtown Boston 

617-367-4000 

www.globestore.boston.com 







i to stock up on 

IIDE TO THE GALAXY 

ieason’s biggest hit! 





T PA N Ho bead this 






This may well be the most impor- 
tant product announcement we’ve 
ever sent you. Because Infocom’s 
new HITCHHIKER’S GUIDE TO 
THE GALAXY figures to rival 
ZORK® itself as the best-selling 
computer game of all time! 

A Universe of 
Potential Customers 
in the Millions! 









ide !? 



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HITCHHIKER’S lets you capitalize 
on two enormous market seg- 
ments. It’s a natural for the 
5,000,000-plus people who bought the novel, The Hitchhiker's 
Guide to the Galaxy by Douglas Adams. And that’s on top of 
Infocom’s avid horde of fans— a solid base of customers who’ve 
proven their loyalty with over 80% repeat sales! 



Packaged for 
Astronomical Sales! 



No one packages a game like Infocom. And we’ve done it again 
with HITCHHIKER’S. It comes in our new standardized pack- 
aging that actually lets your customers see what they’re getting 
inside -including many tangible playing pieces that add immense 
value to the game. And outside, HITCHHIKER’S works like a 
super salesman, attracting attention with its unique appearance, 
and clinching sales with vivid and exciting descriptions and graphics! 




55 Wheeler St., Ca 



ZORK is a registered trademark of Infocom, Inc. 

THE HITCHHIKER’S GUIDE TO THE GALAXY is a trademark of Douglas Adams. 





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THE HITCHHIKER'S GC 

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